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		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=16836</id>
		<title>Unathi Honor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=16836"/>
		<updated>2020-10-01T03:46:08Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: oopsie my badie wadie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}} {{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Traditional Unathi take honor very seriously, and following a strict code of honor is required by every individual as well as every clan and every nation. Most Unathi clans have different metrics for honor, but there are near-universal themes that have remained consistent throughout history.&lt;br /&gt;
&lt;br /&gt;
Honor is considered to be a clan’s face, similar to the concept of decorum. To lose honor is to lose face, and it can lower a clan’s standing with its peers. A Unathi behaving dishonorably can also lose face, lowering their status, which makes honor as much of a political asset and liability as it is a personal code of conduct.&lt;br /&gt;
&lt;br /&gt;
Honor is distinct from disgrace, in that one can exist outside of the standard system of honor, but still bring disgrace upon their clan due to their actions. For example, peasant women aren’t typically bound by the same honor rules as peasant men or noble women, but are still able to be disgraceful.&lt;br /&gt;
&lt;br /&gt;
=== Universal Honor ===&lt;br /&gt;
&lt;br /&gt;
Common, urban Unathi without feudal obligations aren’t necessarily required to follow the Warrior’s Code, but are still expected to obey their elders, conform to their clan’s wishes, and respect the ancestors.&lt;br /&gt;
&lt;br /&gt;
Typically, male Unathi are incredibly blunt and honest with their business dealings, which makes Sinta-led guilds struggle when competing with more charismatic parties who have no qualms with presenting themselves through rose-tinted lenses. While this can be worked around with female (or even non-Unathi) PR staff, Unathi view guilds that heavily utilise such staff as this as shady or dishonest. This usually leads to the creation of separate positions for Sinta-facing and non-Sinta-facing public relations, with the latter typically (though not always) staffed by women; as non-Sinta are unlikely to know or care about the stigma associated with such, guilds can remain competitive while not tarnishing their image.&lt;br /&gt;
&lt;br /&gt;
=== Honor For The Warrior ===&lt;br /&gt;
&lt;br /&gt;
The romanticized Unathi warrior follows a strict Warrior’s Code. Passed down from master to apprentice, it has only recently been written down by Ouerean sociologists, drawing much ire from traditional warrior guilds. The tenets of the Warrior’s Code [[Contact War|were severely stressed during the Contact War]] due to the realities of modern war, as many on both sides eschewed honor to simply fight for their own survival. Stemming from this, there is a slowly growing concern within the Hegemony that the warrior’s code has become antiquated, but it still remains important to Sinta who consider themselves warriors, or dream of becoming one.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Warrior’s Code and its tenets are societal expectations by and large, with many only following it out of obligation, or only in the public sphere. Many less-devoted individuals may ignore it entirely when it comes to private interactions, as long as they believe reprisal for such actions is unlikely. The Sinta rumour mill can be fierce and swift, however, so even those misdeeds which occur in private can often find their way to the forefront. In fact, it’s a common perception that many Sinta, especially after the Contact War, only care about honor insofar as it allows them to make a spectacle of shaming those they dislike.&lt;br /&gt;
&lt;br /&gt;
==== The Warrior’s Code ====&lt;br /&gt;
&lt;br /&gt;
Each tenet is subservient to the ones before it, with Righteousness being the most important and Loyalty being the least, though all of them should be followed to the best of a warrior’s ability.&lt;br /&gt;
&lt;br /&gt;
A warrior must hold his words to the truth that exists in front of him; he displays &#039;&#039;&#039;Righteousness&#039;&#039;&#039; in his actions. He is fair and honest at all times in his dealings with others, and does not disguise his motives or obscure the facts.&lt;br /&gt;
&lt;br /&gt;
A warrior must protect the weak from danger and spare the innocent; he shows &#039;&#039;&#039;Mercy&#039;&#039;&#039; to those in need, and does not abuse prisoners or kill an unarmed foe. Surrendering to an honorable warrior means receiving fair treatment, as if one were a guest; combined with the tenet of Courage, this means warriors have little difficulty with accepting or offering surrender when necessary. It is viewed as respectful, rather than cowardly, to surrender to an enemy.&lt;br /&gt;
&lt;br /&gt;
A warrior’s word is his bond; he must have the &#039;&#039;&#039;Integrity&#039;&#039;&#039; to carry it through to fruition. As the partner to righteousness, instead of a warrior holding his word subject to the world, he makes the world subject to his own word.&lt;br /&gt;
&lt;br /&gt;
A warrior must not hesitate in the face of opposition; he should have &#039;&#039;&#039;Courage&#039;&#039;&#039; in the face of hardship, in combat or elsewhere, meeting it with zeal and cunning, and commit his entire being to victory. However, that doesn’t mean a warrior refuses to accept defeat; instead, he accepts it as an inevitability of life. One fights to delay it, but recognises that no matter how hard he tries, he can never banish it entirely. Likewise, he faces defeat with honor and dignity, choosing to acknowledge his loss and the skill of the one who bested him even when confronted by death. A warrior doesn’t compromise his ideals when confronted with defeat or death, instead choosing to uphold them both in word and deed even when he alone supports what he feels is right.&lt;br /&gt;
&lt;br /&gt;
The final duty of a warrior is &#039;&#039;&#039;Loyalty&#039;&#039;&#039; to his superior, most commonly his Lord or clan leader. A warrior would gladly lay down his life without hesitation in defense of his Lord or clan leader. However, a warrior isn’t expected to blindly obey all orders given to them; if obeying an order would cause them to break any of the other tenets, they are obligated to refuse in order to protect their own honor.&lt;br /&gt;
&lt;br /&gt;
If a warrior finds their honor to be irrevocably tarnished, they must become &#039;&#039;&#039;Guwandi&#039;&#039;&#039;, pledging themselves to a righteous death through combat. A Guwandi’s goal is to die while fighting their hardest in combat because accepting the ultimate defeat of death in a fair battle absolves all past dishonor. One who dies as a result of throwing a fight, however, is permanently dishonored and separated from their ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Honor for Women ===&lt;br /&gt;
&lt;br /&gt;
Traditionally, as women are never viewed as warriors, they have never been expected to follow the Warrior’s Code. As peasant women have relatively few obligations, they are bound primarily by avoiding disgrace instead of exhibiting honor. They have relatively few obligations, especially on Moghes where villages are seen as safe enough for children to explore on their own at an early age. Married peasant women in particular exist almost entirely outside the system of honor, though many outside of Moghes take on or emulate the practices of noblewomen in an attempt to raise their standing in society.&lt;br /&gt;
&lt;br /&gt;
Noblewomen are known to hold to their own traditions, however. Historically, noblewomen once frequently met at gatherings where petty rivalry between clans would be set aside in favour of an atmosphere of levity and cameraderie. These eventually developed into formal meetings, and a standard of decorum was set, though usually shared via word of mouth or watching others rather than writing it down.&lt;br /&gt;
&lt;br /&gt;
Much like with the Warrior’s Code, the Noblewoman’s Code was recently written down in at least one form by Ouerean sociologists. However, the Noblewoman’s Code differs from the Warrior’s Code in that it is often described in disparate ways by different researchers. This has led to the common outside perception of any sort of formal rules of decorum for noblewomen as, at best, simply playing at the more sophisticated concept of honor that warriors have; at worst, mere cashgrabs by Ouerean scholars willing to fabricate evidence to line their pockets through book sales.&lt;br /&gt;
&lt;br /&gt;
The most common formulation of the Noblewoman’s Code supposedly originates from the noblewoman meetings held by Queen Juztia Izweski, wife of a former Izweski Hegemon, which served a vital role in informing her vast network of female spies, known as the ‘’‘Guild of Shadows’’’. In fact, it is believed that these meetings were initially started by her spies as a way to get information inconspicuously, and unsurprisingly enough noblewomen from all across the Hegemony were more than happy to air their grievances in similar company. Many noblewomen who believe this story idolize her as an exemplar of the ‘goal-driven noblewoman’ archetype.&lt;br /&gt;
&lt;br /&gt;
==== The Noblewoman’s Code ====&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Loyal&#039;&#039;&#039; to her clan, Lord, and husband in that order. This tenet is the most important of all, as a woman’s duties are determined first and foremost by her loyalties.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Dutiful&#039;&#039;&#039; in all aspects of her life. While this often refers to simply keeping the household, children, and servants in check, for those with higher aspirations it means that they are held to a higher standard, both by themselves and others, in whatever they choose to do. A noblewoman who handles the house above all other things must be the best at maintaining the household, while one who chooses to be a diplomat must be the best at diplomacy. Moreso than for men or peasant women, inadequacy and mediocrity are not tolerated.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Graceful&#039;&#039;&#039;, representing her household and your husband well. Not only avoiding disgrace herself, she must actively serve as an example of gracious conduct. She must also ensure that those under her are presented in a positive light, usually in the form of controlling what information others hear. Servants learn gossip from the lady of the household, and they will often spread it far and wide; this is a strong boon if wielded by a cunning noblewoman.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Knowledgeable&#039;&#039;&#039;, understanding both the world and her role in it. Her knowledge need not be limited to a specific domain, as the more a noblewoman knows, the more she can leverage it to the advantage of her and her household.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Tactful&#039;&#039;&#039;, understanding the right time to keep or divulge secrets. Men are honor-bound to tell the truth, but women aren’t. This ability to lie without dishonor must not be abused, however, or one will develop a reputation as a liar and become useless. Many noblewomen therefore choose to reveal harmless secrets in order to temper their reputation, while others instead simply conceal their lies better (and often elaborately).&lt;br /&gt;
== Dueling ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dueling&#039;&#039;&#039; is a time-honored tradition for Unathi, and Sinta from all walks of life have engaged in it. Typically, this matched combat is a way to &#039;&#039;&#039;settle disputes, and matters of honor&#039;&#039;&#039;, despite killing one&#039;s opponent and spilling their blood certainly being satisfying to the average Unathi.&lt;br /&gt;
&lt;br /&gt;
The procedure for duels on Moghes has historically been simple. An Unathi who would seek to challenge another to combat typically goes by the following procedure. &lt;br /&gt;
First, the challenger points directly at the would-be duelist, staring into their eyes and lashing their tail against the ground; an &#039;&#039;&#039;inescapably offensive gesture&#039;&#039;&#039;. This is to signal demand for a duel. The one who first made the challenge must speak aloud in a &#039;&#039;&#039;traditional, formal, and public&#039;&#039;&#039; manner the following. Their name and Clan, the reason for the duel, where it will be done, and the weapon they will use. Ranged weapons can only be brought if it is a duel &#039;&#039;&#039;exclusively using ranged weapons&#039;&#039;&#039;, and energy weapons can only be brought if &#039;&#039;&#039;both are using energy weapons&#039;&#039;&#039;. The challenged will respond with their name and Clan, and their weapon of choice. It is possible to &#039;&#039;&#039;apologize&#039;&#039;&#039; in a satisfying manner and a duel would not be required, but often these manners of honor can only be satisfied with blood. Denying a duel must be done carefully; it can often result in serious accusations of cowardice, or being perceived as a further insult to the challenger. Participation can be &#039;&#039;&#039;honorably refused&#039;&#039;&#039; on account of major difference in age, severe social inferiority, or the challenger being inherently honorless. Duels may also be honorably declined if they are random, or if one has nothing to prove. Women are &#039;&#039;&#039;forbidden&#039;&#039;&#039; from dueling men, and men are forbidden from challenging them. It is also poor form for women to duel in public, but arenas are a legitimate place for this.&lt;br /&gt;
&lt;br /&gt;
At the choice of the challenger, the duel can be brought to a number of conclusions; to the first drop of blood spilt, until one of them is too injured to continue, until surrender, or to the death. Requirements are typically requiring a &#039;&#039;&#039;witness and doctor&#039;&#039;&#039; per combatant. However, duels to the death require the &#039;&#039;&#039;knowledge and consent&#039;&#039;&#039; of each Unathi’s Clan Lord, or a judge. Typically, the setting for a duel is either outside of a city or town, or in a designated dueling area. All cities are typically equipped with dueling arenas in the &#039;&#039;&#039;Duelists Guild’s Arena Hall&#039;&#039;&#039;; where witnesses, doctors, and refreshments can be found in good supply. After both combatants have discussed everything, and have both agreed to the duel, both must wait &#039;&#039;&#039;up to a week&#039;&#039;&#039; in order to train and steel themselves for the battle to come. If one party &#039;&#039;&#039;fails to appear&#039;&#039;&#039;, they are considered to be a coward and the party that appealed would win by default. The resulting reputation for their cowardice can easily affect the individual’s standing in society, perhaps even affecting their Clan.&lt;br /&gt;
&lt;br /&gt;
While most duels are done between the lower classes, and Warriors, it is not unheard of for nobles to engage in a duel. While those of lower birth may enjoy the freedom to use their preferred weapon while dueling each other, and even battles between nobles have the same choice; if a noble chooses to agree to a duel challenge to one of a lower rank, it is the &#039;&#039;&#039;noble’s choice&#039;&#039;&#039; what weapon both combatants will use. This discourages many from even trying, as most of the nobility have been practicing with expensive equipment and expensive training for numerous years. Typically it is an extremely poor move to challenge the nobility without a serious grievance. Nobles also have the choice of sending a chosen Warrior as a champion, a tactic employed by very high Clans, such as the Izweski. While the chances to beat a noble with their chosen weapon are incredibly slim, history shows that the nobility is not unbeatable.&lt;br /&gt;
&lt;br /&gt;
== The Star Code ==&lt;br /&gt;
Despite taking up a life of piracy, a large portion of Unathi pirates are dispossessed Traditionalists from Moghes following the horrors of the Contact War that swept across Moghes. Thanks to Unathi stubbornness with their deeply ingrained beliefs about honor, certain ways of behaving stuck around and metastasized into a shared cultural code of honor frequently called the Star Code. It provides rules for discipline, distribution of seized goods, and compensation for injured pirates. While most Unathi pirates follow it only more or less, the [[Grim Compact]] is its most adherent propagators and adherents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Code&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pirate must be &#039;&#039;&#039;loyal&#039;&#039;&#039; to his Captain. To flee in battle or show cowardice through desertion is punishable by exile or death, at the Captain’s choice.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;integrity&#039;&#039;&#039; when on the ship. Duty and discipline must be maintained until any quarrels can be settled when docked with a duel or brawl.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;mercy&#039;&#039;&#039; to women and the infirm. To steal from such weak and pathetic targets is not worth the scorn of the dishonor. &lt;br /&gt;
&lt;br /&gt;
A pirate should &#039;&#039;&#039;spare&#039;&#039;&#039; any who raise their hand against them once, but if they raise their hand a a second time, then it must be cut off.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ship should only be captured&#039;&#039;&#039; if it is a vessel of war. Unarmed ships should only have a third of its cargo seized, or as much as will keep the freighter&#039;s trip profitable, and then be allowed to continue on its way. This way it remains a renewable source of income with repeated seizures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostages&#039;&#039;&#039; should not be mistreated, but those that attempt to escape should have a single leg dislocated. Broken goods sell for less.&lt;br /&gt;
&lt;br /&gt;
It is fair and reasonable that any &#039;&#039;&#039;captive&#039;&#039;&#039; be asked to perform housekeeping or other duties to pay back their hosts for their stay, seperate from their ransom.&lt;br /&gt;
&lt;br /&gt;
Any person that shows &#039;&#039;&#039;valiance&#039;&#039;&#039; and bravery by defeating at least three members of the crew in personal combat, chosen by the Captain, must be allowed the option to join the crew as a full member.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=16835</id>
		<title>Unathi Honor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=16835"/>
		<updated>2020-10-01T03:08:28Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: moves toc to the right&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}} {{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Traditional Unathi take honor very seriously, and following a strict code of honor is required by every individual as well as every clan and every nation. Most Unathi clans have different metrics for honor, but there are near-universal themes that have remained consistent throughout history.&lt;br /&gt;
&lt;br /&gt;
Honor is considered to be a clan’s face, similar to the concept of decorum. To lose honor is to lose face, and it can lower a clan’s standing with its peers. A Unathi behaving dishonorably can also lose face, lowering their status, which makes honor as much of a political asset and liability as it is a personal code of conduct.&lt;br /&gt;
&lt;br /&gt;
Honor is distinct from disgrace, in that one can exist outside of the standard system of honor, but still bring disgrace upon their clan due to their actions. For example, peasant women aren’t typically bound by the same honor rules as peasant men or noble women, but are still able to be disgraceful.&lt;br /&gt;
&lt;br /&gt;
=== Universal Honor ===&lt;br /&gt;
&lt;br /&gt;
Common, urban Unathi without feudal obligations aren’t necessarily required to follow the Warrior’s Code, but are still expected to obey their elders, conform to their clan’s wishes, and respect the ancestors.&lt;br /&gt;
&lt;br /&gt;
Typically, male Unathi are incredibly blunt and honest with their business dealings, which makes Sinta-led guilds struggle when competing with more charismatic parties who have no qualms with presenting themselves through rose-tinted lenses. While this can be worked around with female (or even non-Unathi) PR staff, Unathi view guilds that heavily utilise such staff as this as shady or dishonest. This usually leads to the creation of separate positions for Sinta-facing and non-Sinta-facing public relations, with the latter typically (though not always) staffed by women; as non-Sinta are unlikely to know or care about the stigma associated with such, guilds can remain competitive while not tarnishing their image.&lt;br /&gt;
&lt;br /&gt;
=== Honor For The Warrior ===&lt;br /&gt;
&lt;br /&gt;
The romanticized Unathi warrior follows a strict Warrior’s Code. Passed down from master to apprentice, it has only recently been written down by Ouerean sociologists, drawing much ire from traditional warrior guilds. The tenets of the Warrior’s Code [[Contact War|were severely stressed during the Contact War]] due to the realities of modern war, as many on both sides eschewed honor to simply fight for their own survival. Stemming from this, there is a slowly growing concern within the Hegemony that the warrior’s code has become antiquated, but it still remains important to Sinta who consider themselves warriors, or dream of becoming one.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Warrior’s Code and its tenets are societal expectations by and large, with many only following it out of obligation, or only in the public sphere. Many less-devoted individuals may ignore it entirely when it comes to private interactions, as long as they believe reprisal for such actions is unlikely. The Sinta rumour mill can be fierce and swift, however, so even those misdeeds which occur in private can often find their way to the forefront. In fact, it’s a common perception that many Sinta, especially after the Contact War, only care about honor insofar as it allows them to make a spectacle of shaming those they dislike.&lt;br /&gt;
&lt;br /&gt;
==== The Warrior’s Code ====&lt;br /&gt;
&lt;br /&gt;
Each tenet is subservient to the ones before it, with Righteousness being the most important and Loyalty being the least, though all of them should be followed to the best of a warrior’s ability.&lt;br /&gt;
&lt;br /&gt;
A warrior must hold his words to the truth that exists in front of him; he displays &#039;&#039;&#039;‘’‘Righteousness’’’&#039;&#039;&#039; in his actions. He is fair and honest at all times in his dealings with others, and does not disguise his motives or obscure the facts.&lt;br /&gt;
&lt;br /&gt;
A warrior must protect the weak from danger and spare the innocent; he shows &#039;&#039;&#039;‘’‘Mercy’’’&#039;&#039;&#039; to those in need, and does not abuse prisoners or kill an unarmed foe. Surrendering to an honorable warrior means receiving fair treatment, as if one were a guest; combined with the tenet of Courage, this means warriors have little difficulty with accepting or offering surrender when necessary. It is viewed as respectful, rather than cowardly, to surrender to an enemy.&lt;br /&gt;
&lt;br /&gt;
A warrior’s word is his bond; he must have the &#039;&#039;&#039;‘’‘Integrity’’’&#039;&#039;&#039; to carry it through to fruition. As the partner to righteousness, instead of a warrior holding his word subject to the world, he makes the world subject to his own word.&lt;br /&gt;
&lt;br /&gt;
A warrior must not hesitate in the face of opposition; he should have &#039;&#039;&#039;‘’‘Courage’’’&#039;&#039;&#039; in the face of hardship, in combat or elsewhere, meeting it with zeal and cunning, and commit his entire being to victory. However, that doesn’t mean a warrior refuses to accept defeat; instead, he accepts it as an inevitability of life. One fights to delay it, but recognises that no matter how hard he tries, he can never banish it entirely. Likewise, he faces defeat with honor and dignity, choosing to acknowledge his loss and the skill of the one who bested him even when confronted by death. A warrior doesn’t compromise his ideals when confronted with defeat or death, instead choosing to uphold them both in word and deed even when he alone supports what he feels is right.&lt;br /&gt;
&lt;br /&gt;
The final duty of a warrior is &#039;&#039;&#039;‘’‘Loyalty’’’&#039;&#039;&#039; to his superior, most commonly his Lord or clan leader. A warrior would gladly lay down his life without hesitation in defense of his Lord or clan leader. However, a warrior isn’t expected to blindly obey all orders given to them; if obeying an order would cause them to break any of the other tenets, they are obligated to refuse in order to protect their own honor.&lt;br /&gt;
&lt;br /&gt;
If a warrior finds their honor to be irrevocably tarnished, they must become &#039;&#039;&#039;‘’‘Guwandi’’’&#039;&#039;&#039;, pledging themselves to a righteous death through combat. A Guwandi’s goal is to die while fighting their hardest in combat because accepting the ultimate defeat of death in a fair battle absolves all past dishonor. One who dies as a result of throwing a fight, however, is permanently dishonored and separated from their ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Honor for Women ===&lt;br /&gt;
&lt;br /&gt;
Traditionally, as women are never viewed as warriors, they have never been expected to follow the Warrior’s Code. As peasant women have relatively few obligations, they are bound primarily by avoiding disgrace instead of exhibiting honor. They have relatively few obligations, especially on Moghes where villages are seen as safe enough for children to explore on their own at an early age. Married peasant women in particular exist almost entirely outside the system of honor, though many outside of Moghes take on or emulate the practices of noblewomen in an attempt to raise their standing in society.&lt;br /&gt;
&lt;br /&gt;
Noblewomen are known to hold to their own traditions, however. Historically, noblewomen once frequently met at gatherings where petty rivalry between clans would be set aside in favour of an atmosphere of levity and cameraderie. These eventually developed into formal meetings, and a standard of decorum was set, though usually shared via word of mouth or watching others rather than writing it down.&lt;br /&gt;
&lt;br /&gt;
Much like with the Warrior’s Code, the Noblewoman’s Code was recently written down in at least one form by Ouerean sociologists. However, the Noblewoman’s Code differs from the Warrior’s Code in that it is often described in disparate ways by different researchers. This has led to the common outside perception of any sort of formal rules of decorum for noblewomen as, at best, simply playing at the more sophisticated concept of honor that warriors have; at worst, mere cashgrabs by Ouerean scholars willing to fabricate evidence to line their pockets through book sales.&lt;br /&gt;
&lt;br /&gt;
The most common formulation of the Noblewoman’s Code supposedly originates from the noblewoman meetings held by Queen Juztia Izweski, wife of a former Izweski Hegemon, which served a vital role in informing her vast network of female spies, known as the ‘’‘Guild of Shadows’’’. In fact, it is believed that these meetings were initially started by her spies as a way to get information inconspicuously, and unsurprisingly enough noblewomen from all across the Hegemony were more than happy to air their grievances in similar company. Many noblewomen who believe this story idolize her as an exemplar of the ‘goal-driven noblewoman’ archetype.&lt;br /&gt;
&lt;br /&gt;
==== The Noblewoman’s Code ====&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;‘’‘Loyal’’’&#039;&#039;&#039; to her clan, Lord, and husband in that order. This tenet is the most important of all, as a woman’s duties are determined first and foremost by her loyalties.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;‘’‘Dutiful’’’&#039;&#039;&#039; in all aspects of her life. While this often refers to simply keeping the household, children, and servants in check, for those with higher aspirations it means that they are held to a higher standard, both by themselves and others, in whatever they choose to do. A noblewoman who handles the house above all other things must be the best at maintaining the household, while one who chooses to be a diplomat must be the best at diplomacy. Moreso than for men or peasant women, inadequacy and mediocrity are not tolerated.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;‘’‘Graceful’’’&#039;&#039;&#039;, representing her household and your husband well. Not only avoiding disgrace herself, she must actively serve as an example of gracious conduct. She must also ensure that those under her are presented in a positive light, usually in the form of controlling what information others hear. Servants learn gossip from the lady of the household, and they will often spread it far and wide; this is a strong boon if wielded by a cunning noblewoman.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;‘’‘Knowledgeable’’’&#039;&#039;&#039;, understanding both the world and her role in it. Her knowledge need not be limited to a specific domain, as the more a noblewoman knows, the more she can leverage it to the advantage of her and her household.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;‘’‘Tactful’’’&#039;&#039;&#039;, understanding the right time to keep or divulge secrets. Men are honor-bound to tell the truth, but women aren’t. This ability to lie without dishonor must not be abused, however, or one will develop a reputation as a liar and become useless. Many noblewomen therefore choose to reveal harmless secrets in order to temper their reputation, while others instead simply conceal their lies better (and often elaborately).&lt;br /&gt;
== Dueling ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dueling&#039;&#039;&#039; is a time-honored tradition for Unathi, and Sinta from all walks of life have engaged in it. Typically, this matched combat is a way to &#039;&#039;&#039;settle disputes, and matters of honor&#039;&#039;&#039;, despite killing one&#039;s opponent and spilling their blood certainly being satisfying to the average Unathi.&lt;br /&gt;
&lt;br /&gt;
The procedure for duels on Moghes has historically been simple. An Unathi who would seek to challenge another to combat typically goes by the following procedure. &lt;br /&gt;
First, the challenger points directly at the would-be duelist, staring into their eyes and lashing their tail against the ground; an &#039;&#039;&#039;inescapably offensive gesture&#039;&#039;&#039;. This is to signal demand for a duel. The one who first made the challenge must speak aloud in a &#039;&#039;&#039;traditional, formal, and public&#039;&#039;&#039; manner the following. Their name and Clan, the reason for the duel, where it will be done, and the weapon they will use. Ranged weapons can only be brought if it is a duel &#039;&#039;&#039;exclusively using ranged weapons&#039;&#039;&#039;, and energy weapons can only be brought if &#039;&#039;&#039;both are using energy weapons&#039;&#039;&#039;. The challenged will respond with their name and Clan, and their weapon of choice. It is possible to &#039;&#039;&#039;apologize&#039;&#039;&#039; in a satisfying manner and a duel would not be required, but often these manners of honor can only be satisfied with blood. Denying a duel must be done carefully; it can often result in serious accusations of cowardice, or being perceived as a further insult to the challenger. Participation can be &#039;&#039;&#039;honorably refused&#039;&#039;&#039; on account of major difference in age, severe social inferiority, or the challenger being inherently honorless. Duels may also be honorably declined if they are random, or if one has nothing to prove. Women are &#039;&#039;&#039;forbidden&#039;&#039;&#039; from dueling men, and men are forbidden from challenging them. It is also poor form for women to duel in public, but arenas are a legitimate place for this.&lt;br /&gt;
&lt;br /&gt;
At the choice of the challenger, the duel can be brought to a number of conclusions; to the first drop of blood spilt, until one of them is too injured to continue, until surrender, or to the death. Requirements are typically requiring a &#039;&#039;&#039;witness and doctor&#039;&#039;&#039; per combatant. However, duels to the death require the &#039;&#039;&#039;knowledge and consent&#039;&#039;&#039; of each Unathi’s Clan Lord, or a judge. Typically, the setting for a duel is either outside of a city or town, or in a designated dueling area. All cities are typically equipped with dueling arenas in the &#039;&#039;&#039;Duelists Guild’s Arena Hall&#039;&#039;&#039;; where witnesses, doctors, and refreshments can be found in good supply. After both combatants have discussed everything, and have both agreed to the duel, both must wait &#039;&#039;&#039;up to a week&#039;&#039;&#039; in order to train and steel themselves for the battle to come. If one party &#039;&#039;&#039;fails to appear&#039;&#039;&#039;, they are considered to be a coward and the party that appealed would win by default. The resulting reputation for their cowardice can easily affect the individual’s standing in society, perhaps even affecting their Clan.&lt;br /&gt;
&lt;br /&gt;
While most duels are done between the lower classes, and Warriors, it is not unheard of for nobles to engage in a duel. While those of lower birth may enjoy the freedom to use their preferred weapon while dueling each other, and even battles between nobles have the same choice; if a noble chooses to agree to a duel challenge to one of a lower rank, it is the &#039;&#039;&#039;noble’s choice&#039;&#039;&#039; what weapon both combatants will use. This discourages many from even trying, as most of the nobility have been practicing with expensive equipment and expensive training for numerous years. Typically it is an extremely poor move to challenge the nobility without a serious grievance. Nobles also have the choice of sending a chosen Warrior as a champion, a tactic employed by very high Clans, such as the Izweski. While the chances to beat a noble with their chosen weapon are incredibly slim, history shows that the nobility is not unbeatable.&lt;br /&gt;
&lt;br /&gt;
== The Star Code ==&lt;br /&gt;
Despite taking up a life of piracy, a large portion of Unathi pirates are dispossessed Traditionalists from Moghes following the horrors of the Contact War that swept across Moghes. Thanks to Unathi stubbornness with their deeply ingrained beliefs about honor, certain ways of behaving stuck around and metastasized into a shared cultural code of honor frequently called the Star Code. It provides rules for discipline, distribution of seized goods, and compensation for injured pirates. While most Unathi pirates follow it only more or less, the [[Grim Compact]] is its most adherent propagators and adherents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Code&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pirate must be &#039;&#039;&#039;loyal&#039;&#039;&#039; to his Captain. To flee in battle or show cowardice through desertion is punishable by exile or death, at the Captain’s choice.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;integrity&#039;&#039;&#039; when on the ship. Duty and discipline must be maintained until any quarrels can be settled when docked with a duel or brawl.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;mercy&#039;&#039;&#039; to women and the infirm. To steal from such weak and pathetic targets is not worth the scorn of the dishonor. &lt;br /&gt;
&lt;br /&gt;
A pirate should &#039;&#039;&#039;spare&#039;&#039;&#039; any who raise their hand against them once, but if they raise their hand a a second time, then it must be cut off.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ship should only be captured&#039;&#039;&#039; if it is a vessel of war. Unarmed ships should only have a third of its cargo seized, or as much as will keep the freighter&#039;s trip profitable, and then be allowed to continue on its way. This way it remains a renewable source of income with repeated seizures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostages&#039;&#039;&#039; should not be mistreated, but those that attempt to escape should have a single leg dislocated. Broken goods sell for less.&lt;br /&gt;
&lt;br /&gt;
It is fair and reasonable that any &#039;&#039;&#039;captive&#039;&#039;&#039; be asked to perform housekeeping or other duties to pay back their hosts for their stay, seperate from their ransom.&lt;br /&gt;
&lt;br /&gt;
Any person that shows &#039;&#039;&#039;valiance&#039;&#039;&#039; and bravery by defeating at least three members of the crew in personal combat, chosen by the Captain, must be allowed the option to join the crew as a full member.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=16834</id>
		<title>Unathi Honor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=16834"/>
		<updated>2020-10-01T03:07:11Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: full honor facelift by @jade-2562#9602 , who did a great job with consistency and cohesiveness! :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}} {{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Traditional Unathi take honor very seriously, and following a strict code of honor is required by every individual as well as every clan and every nation. Most Unathi clans have different metrics for honor, but there are near-universal themes that have remained consistent throughout history.&lt;br /&gt;
&lt;br /&gt;
Honor is considered to be a clan’s face, similar to the concept of decorum. To lose honor is to lose face, and it can lower a clan’s standing with its peers. A Unathi behaving dishonorably can also lose face, lowering their status, which makes honor as much of a political asset and liability as it is a personal code of conduct.&lt;br /&gt;
&lt;br /&gt;
Honor is distinct from disgrace, in that one can exist outside of the standard system of honor, but still bring disgrace upon their clan due to their actions. For example, peasant women aren’t typically bound by the same honor rules as peasant men or noble women, but are still able to be disgraceful.&lt;br /&gt;
&lt;br /&gt;
=== Universal Honor ===&lt;br /&gt;
&lt;br /&gt;
Common, urban Unathi without feudal obligations aren’t necessarily required to follow the Warrior’s Code, but are still expected to obey their elders, conform to their clan’s wishes, and respect the ancestors.&lt;br /&gt;
&lt;br /&gt;
Typically, male Unathi are incredibly blunt and honest with their business dealings, which makes Sinta-led guilds struggle when competing with more charismatic parties who have no qualms with presenting themselves through rose-tinted lenses. While this can be worked around with female (or even non-Unathi) PR staff, Unathi view guilds that heavily utilise such staff as this as shady or dishonest. This usually leads to the creation of separate positions for Sinta-facing and non-Sinta-facing public relations, with the latter typically (though not always) staffed by women; as non-Sinta are unlikely to know or care about the stigma associated with such, guilds can remain competitive while not tarnishing their image.&lt;br /&gt;
&lt;br /&gt;
=== Honor For The Warrior ===&lt;br /&gt;
&lt;br /&gt;
The romanticized Unathi warrior follows a strict Warrior’s Code. Passed down from master to apprentice, it has only recently been written down by Ouerean sociologists, drawing much ire from traditional warrior guilds. The tenets of the Warrior’s Code [[Contact War|were severely stressed during the Contact War]] due to the realities of modern war, as many on both sides eschewed honor to simply fight for their own survival. Stemming from this, there is a slowly growing concern within the Hegemony that the warrior’s code has become antiquated, but it still remains important to Sinta who consider themselves warriors, or dream of becoming one.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Warrior’s Code and its tenets are societal expectations by and large, with many only following it out of obligation, or only in the public sphere. Many less-devoted individuals may ignore it entirely when it comes to private interactions, as long as they believe reprisal for such actions is unlikely. The Sinta rumour mill can be fierce and swift, however, so even those misdeeds which occur in private can often find their way to the forefront. In fact, it’s a common perception that many Sinta, especially after the Contact War, only care about honor insofar as it allows them to make a spectacle of shaming those they dislike.&lt;br /&gt;
&lt;br /&gt;
==== The Warrior’s Code ====&lt;br /&gt;
&lt;br /&gt;
Each tenet is subservient to the ones before it, with Righteousness being the most important and Loyalty being the least, though all of them should be followed to the best of a warrior’s ability.&lt;br /&gt;
&lt;br /&gt;
A warrior must hold his words to the truth that exists in front of him; he displays &#039;&#039;&#039;‘’‘Righteousness’’’&#039;&#039;&#039; in his actions. He is fair and honest at all times in his dealings with others, and does not disguise his motives or obscure the facts.&lt;br /&gt;
&lt;br /&gt;
A warrior must protect the weak from danger and spare the innocent; he shows &#039;&#039;&#039;‘’‘Mercy’’’&#039;&#039;&#039; to those in need, and does not abuse prisoners or kill an unarmed foe. Surrendering to an honorable warrior means receiving fair treatment, as if one were a guest; combined with the tenet of Courage, this means warriors have little difficulty with accepting or offering surrender when necessary. It is viewed as respectful, rather than cowardly, to surrender to an enemy.&lt;br /&gt;
&lt;br /&gt;
A warrior’s word is his bond; he must have the &#039;&#039;&#039;‘’‘Integrity’’’&#039;&#039;&#039; to carry it through to fruition. As the partner to righteousness, instead of a warrior holding his word subject to the world, he makes the world subject to his own word.&lt;br /&gt;
&lt;br /&gt;
A warrior must not hesitate in the face of opposition; he should have &#039;&#039;&#039;‘’‘Courage’’’&#039;&#039;&#039; in the face of hardship, in combat or elsewhere, meeting it with zeal and cunning, and commit his entire being to victory. However, that doesn’t mean a warrior refuses to accept defeat; instead, he accepts it as an inevitability of life. One fights to delay it, but recognises that no matter how hard he tries, he can never banish it entirely. Likewise, he faces defeat with honor and dignity, choosing to acknowledge his loss and the skill of the one who bested him even when confronted by death. A warrior doesn’t compromise his ideals when confronted with defeat or death, instead choosing to uphold them both in word and deed even when he alone supports what he feels is right.&lt;br /&gt;
&lt;br /&gt;
The final duty of a warrior is &#039;&#039;&#039;‘’‘Loyalty’’’&#039;&#039;&#039; to his superior, most commonly his Lord or clan leader. A warrior would gladly lay down his life without hesitation in defense of his Lord or clan leader. However, a warrior isn’t expected to blindly obey all orders given to them; if obeying an order would cause them to break any of the other tenets, they are obligated to refuse in order to protect their own honor.&lt;br /&gt;
&lt;br /&gt;
If a warrior finds their honor to be irrevocably tarnished, they must become &#039;&#039;&#039;‘’‘Guwandi’’’&#039;&#039;&#039;, pledging themselves to a righteous death through combat. A Guwandi’s goal is to die while fighting their hardest in combat because accepting the ultimate defeat of death in a fair battle absolves all past dishonor. One who dies as a result of throwing a fight, however, is permanently dishonored and separated from their ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Honor for Women ===&lt;br /&gt;
&lt;br /&gt;
Traditionally, as women are never viewed as warriors, they have never been expected to follow the Warrior’s Code. As peasant women have relatively few obligations, they are bound primarily by avoiding disgrace instead of exhibiting honor. They have relatively few obligations, especially on Moghes where villages are seen as safe enough for children to explore on their own at an early age. Married peasant women in particular exist almost entirely outside the system of honor, though many outside of Moghes take on or emulate the practices of noblewomen in an attempt to raise their standing in society.&lt;br /&gt;
&lt;br /&gt;
Noblewomen are known to hold to their own traditions, however. Historically, noblewomen once frequently met at gatherings where petty rivalry between clans would be set aside in favour of an atmosphere of levity and cameraderie. These eventually developed into formal meetings, and a standard of decorum was set, though usually shared via word of mouth or watching others rather than writing it down.&lt;br /&gt;
&lt;br /&gt;
Much like with the Warrior’s Code, the Noblewoman’s Code was recently written down in at least one form by Ouerean sociologists. However, the Noblewoman’s Code differs from the Warrior’s Code in that it is often described in disparate ways by different researchers. This has led to the common outside perception of any sort of formal rules of decorum for noblewomen as, at best, simply playing at the more sophisticated concept of honor that warriors have; at worst, mere cashgrabs by Ouerean scholars willing to fabricate evidence to line their pockets through book sales.&lt;br /&gt;
&lt;br /&gt;
The most common formulation of the Noblewoman’s Code supposedly originates from the noblewoman meetings held by Queen Juztia Izweski, wife of a former Izweski Hegemon, which served a vital role in informing her vast network of female spies, known as the ‘’‘Guild of Shadows’’’. In fact, it is believed that these meetings were initially started by her spies as a way to get information inconspicuously, and unsurprisingly enough noblewomen from all across the Hegemony were more than happy to air their grievances in similar company. Many noblewomen who believe this story idolize her as an exemplar of the ‘goal-driven noblewoman’ archetype.&lt;br /&gt;
&lt;br /&gt;
==== The Noblewoman’s Code ====&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;‘’‘Loyal’’’&#039;&#039;&#039; to her clan, Lord, and husband in that order. This tenet is the most important of all, as a woman’s duties are determined first and foremost by her loyalties.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;‘’‘Dutiful’’’&#039;&#039;&#039; in all aspects of her life. While this often refers to simply keeping the household, children, and servants in check, for those with higher aspirations it means that they are held to a higher standard, both by themselves and others, in whatever they choose to do. A noblewoman who handles the house above all other things must be the best at maintaining the household, while one who chooses to be a diplomat must be the best at diplomacy. Moreso than for men or peasant women, inadequacy and mediocrity are not tolerated.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;‘’‘Graceful’’’&#039;&#039;&#039;, representing her household and your husband well. Not only avoiding disgrace herself, she must actively serve as an example of gracious conduct. She must also ensure that those under her are presented in a positive light, usually in the form of controlling what information others hear. Servants learn gossip from the lady of the household, and they will often spread it far and wide; this is a strong boon if wielded by a cunning noblewoman.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;‘’‘Knowledgeable’’’&#039;&#039;&#039;, understanding both the world and her role in it. Her knowledge need not be limited to a specific domain, as the more a noblewoman knows, the more she can leverage it to the advantage of her and her household.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;‘’‘Tactful’’’&#039;&#039;&#039;, understanding the right time to keep or divulge secrets. Men are honor-bound to tell the truth, but women aren’t. This ability to lie without dishonor must not be abused, however, or one will develop a reputation as a liar and become useless. Many noblewomen therefore choose to reveal harmless secrets in order to temper their reputation, while others instead simply conceal their lies better (and often elaborately).&lt;br /&gt;
== Dueling ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dueling&#039;&#039;&#039; is a time-honored tradition for Unathi, and Sinta from all walks of life have engaged in it. Typically, this matched combat is a way to &#039;&#039;&#039;settle disputes, and matters of honor&#039;&#039;&#039;, despite killing one&#039;s opponent and spilling their blood certainly being satisfying to the average Unathi.&lt;br /&gt;
&lt;br /&gt;
The procedure for duels on Moghes has historically been simple. An Unathi who would seek to challenge another to combat typically goes by the following procedure. &lt;br /&gt;
First, the challenger points directly at the would-be duelist, staring into their eyes and lashing their tail against the ground; an &#039;&#039;&#039;inescapably offensive gesture&#039;&#039;&#039;. This is to signal demand for a duel. The one who first made the challenge must speak aloud in a &#039;&#039;&#039;traditional, formal, and public&#039;&#039;&#039; manner the following. Their name and Clan, the reason for the duel, where it will be done, and the weapon they will use. Ranged weapons can only be brought if it is a duel &#039;&#039;&#039;exclusively using ranged weapons&#039;&#039;&#039;, and energy weapons can only be brought if &#039;&#039;&#039;both are using energy weapons&#039;&#039;&#039;. The challenged will respond with their name and Clan, and their weapon of choice. It is possible to &#039;&#039;&#039;apologize&#039;&#039;&#039; in a satisfying manner and a duel would not be required, but often these manners of honor can only be satisfied with blood. Denying a duel must be done carefully; it can often result in serious accusations of cowardice, or being perceived as a further insult to the challenger. Participation can be &#039;&#039;&#039;honorably refused&#039;&#039;&#039; on account of major difference in age, severe social inferiority, or the challenger being inherently honorless. Duels may also be honorably declined if they are random, or if one has nothing to prove. Women are &#039;&#039;&#039;forbidden&#039;&#039;&#039; from dueling men, and men are forbidden from challenging them. It is also poor form for women to duel in public, but arenas are a legitimate place for this.&lt;br /&gt;
&lt;br /&gt;
At the choice of the challenger, the duel can be brought to a number of conclusions; to the first drop of blood spilt, until one of them is too injured to continue, until surrender, or to the death. Requirements are typically requiring a &#039;&#039;&#039;witness and doctor&#039;&#039;&#039; per combatant. However, duels to the death require the &#039;&#039;&#039;knowledge and consent&#039;&#039;&#039; of each Unathi’s Clan Lord, or a judge. Typically, the setting for a duel is either outside of a city or town, or in a designated dueling area. All cities are typically equipped with dueling arenas in the &#039;&#039;&#039;Duelists Guild’s Arena Hall&#039;&#039;&#039;; where witnesses, doctors, and refreshments can be found in good supply. After both combatants have discussed everything, and have both agreed to the duel, both must wait &#039;&#039;&#039;up to a week&#039;&#039;&#039; in order to train and steel themselves for the battle to come. If one party &#039;&#039;&#039;fails to appear&#039;&#039;&#039;, they are considered to be a coward and the party that appealed would win by default. The resulting reputation for their cowardice can easily affect the individual’s standing in society, perhaps even affecting their Clan.&lt;br /&gt;
&lt;br /&gt;
While most duels are done between the lower classes, and Warriors, it is not unheard of for nobles to engage in a duel. While those of lower birth may enjoy the freedom to use their preferred weapon while dueling each other, and even battles between nobles have the same choice; if a noble chooses to agree to a duel challenge to one of a lower rank, it is the &#039;&#039;&#039;noble’s choice&#039;&#039;&#039; what weapon both combatants will use. This discourages many from even trying, as most of the nobility have been practicing with expensive equipment and expensive training for numerous years. Typically it is an extremely poor move to challenge the nobility without a serious grievance. Nobles also have the choice of sending a chosen Warrior as a champion, a tactic employed by very high Clans, such as the Izweski. While the chances to beat a noble with their chosen weapon are incredibly slim, history shows that the nobility is not unbeatable.&lt;br /&gt;
&lt;br /&gt;
== The Star Code ==&lt;br /&gt;
Despite taking up a life of piracy, a large portion of Unathi pirates are dispossessed Traditionalists from Moghes following the horrors of the Contact War that swept across Moghes. Thanks to Unathi stubbornness with their deeply ingrained beliefs about honor, certain ways of behaving stuck around and metastasized into a shared cultural code of honor frequently called the Star Code. It provides rules for discipline, distribution of seized goods, and compensation for injured pirates. While most Unathi pirates follow it only more or less, the [[Grim Compact]] is its most adherent propagators and adherents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Code&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pirate must be &#039;&#039;&#039;loyal&#039;&#039;&#039; to his Captain. To flee in battle or show cowardice through desertion is punishable by exile or death, at the Captain’s choice.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;integrity&#039;&#039;&#039; when on the ship. Duty and discipline must be maintained until any quarrels can be settled when docked with a duel or brawl.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;mercy&#039;&#039;&#039; to women and the infirm. To steal from such weak and pathetic targets is not worth the scorn of the dishonor. &lt;br /&gt;
&lt;br /&gt;
A pirate should &#039;&#039;&#039;spare&#039;&#039;&#039; any who raise their hand against them once, but if they raise their hand a a second time, then it must be cut off.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ship should only be captured&#039;&#039;&#039; if it is a vessel of war. Unarmed ships should only have a third of its cargo seized, or as much as will keep the freighter&#039;s trip profitable, and then be allowed to continue on its way. This way it remains a renewable source of income with repeated seizures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostages&#039;&#039;&#039; should not be mistreated, but those that attempt to escape should have a single leg dislocated. Broken goods sell for less.&lt;br /&gt;
&lt;br /&gt;
It is fair and reasonable that any &#039;&#039;&#039;captive&#039;&#039;&#039; be asked to perform housekeeping or other duties to pay back their hosts for their stay, seperate from their ransom.&lt;br /&gt;
&lt;br /&gt;
Any person that shows &#039;&#039;&#039;valiance&#039;&#039;&#039; and bravery by defeating at least three members of the crew in personal combat, chosen by the Captain, must be allowed the option to join the crew as a full member.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=16781</id>
		<title>The Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=16781"/>
		<updated>2020-09-27T05:47:10Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Wasteland is an unforgiving place, as the name implies. Many inhabitants, the survivors of the Contact War, attempt to make a livelihood here. Their reasons for doing so varies: Be it religious, familial ties, or lawbound exile.&lt;br /&gt;
Here are a few examples of clans that live in the wasteland and how they fare with the harsh life outside of the terraformed areas, the Hegemony controlled territories, and the relative safety of the Untouched Lands.&lt;br /&gt;
&lt;br /&gt;
One of the reasons most members of the Clans leave their villages is to have a steady supply of credits for their family back home - for medicine, food, and water. Those who make it out of the Wasteland are lucky to be out, but not everyone has the funds to pay for a smuggler to get them past the Izweski navy.&lt;br /&gt;
&lt;br /&gt;
== Life in the Wastes ==&lt;br /&gt;
Living in the wasteland is no easy feat. Many who try, fail. Others waste away, barely something one can call living. However, a precious few manage to overcome all odds, subjugating what many believed to be the end of all Sinta into something with purpose. Through iron will and steel blade, they set forth into the irradiated deserts in an attempt to reclaim what is rightfully theirs.&lt;br /&gt;
[[File:UnathiEggColoured.png|250px|thumb|right|Life always prevails.]]&lt;br /&gt;
&lt;br /&gt;
Quality of life differs from settlement to settlement, some thrive upon the hidden riches uncovered below the sands, while others wither and decay as trade routes get intercepted and resources run low. Communication between the settlements are often rudimentary, use of smoke signals, coloured balloons raised into the air (raised green means good, raised red means bad, and so forth), and in some lucky cases, salvaged pre-war radio equipment.&lt;br /&gt;
&lt;br /&gt;
A majority of Unathi who find themselves stranded here are the remnants of the Traditionalist coalition. While they found themselves at odds with the Izweski Hegemony in the past, they realize that they have been beat, and simply cannot survive without some support from those within the Untouched Lands. Many still bear resentment and even anger towards the Hegemony and those that swear fealty to it. Still, trade is conducted to make ends meet.&lt;br /&gt;
&lt;br /&gt;
A few settlements dotted around the area have received help from Hephaestus Industries to set up educational centres, capable of teaching hatchlings the way the galaxy works, in an attempt to recruit as many of them into the company when they reach adulthood. The Interstellar Aid Corps (IAC) has established hospitals and learning centres in a small number of the larger established colonies.&lt;br /&gt;
&lt;br /&gt;
For the disillusioned few, those that fell out of the learning centres, or those that simply were too barbaric to live in the establish settlements, a criminal underground was established. These secret networks distribute spoofed space traffic codes, as well as transport into different star systems, in exchange for servitude for a set amount of years, a great debt, or a single, dangerous task.&lt;br /&gt;
&lt;br /&gt;
== Surviving Kingdoms on Moghes ==&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference. These are the remains of the crumbling kingdoms that once fought against, or for the Izweski&#039;s dominion, and simply can fight no longer.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
==== Kingdom of the Fallen Mountain ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;W.I.P. as of Sept/26 by Sleepy &amp;amp; Canon&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Blessed is the Thunder, brother!&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;A common greeting in the Mountain.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruled by the Great Clan of Jatai, Fallen Mountain is an expansive and ancient Fortress city built by every single inhabitants ancestors. Every resident of Fallen Mountain can trace their ancestry back to a single Unathi, Lo&#039;kaz. Known simply as the &#039;&#039;&#039;God-Ancestor Lo&#039;kaz&#039;&#039;&#039;, he is suspected to be the first &#039;living&#039; Unathi born to Moghes by the spirits of Fire, Thunder, Water, and Earth - and in his birth atop the tallest peak of Fallen Mountain, he shattered the floor beneath him and created the valleys, caves, and canyons below. The clans that currently inhabit do not share Lo&#039;kaz&#039;s single name, but they do share his blood, even if by a single percentage.&lt;br /&gt;
&lt;br /&gt;
The Jatai clan is the most populous of the clans in the Mountain, and the High King Goh Krevask rules the city of Fallen Mountain, as well as several other villages across the mountain range and valley. The Great Clan of Jatai originally came into power over the other clans in the kingdom through a tournament held by the Shamans to determine which Great Clan of the Mountains would become the next High King. Goh Krevask&#039;s &lt;br /&gt;
&lt;br /&gt;
Geographically, Fallen Mountain is the tallest mountain on Moghes at &#039;&#039;&#039;4.3 miles in elevation&#039;&#039;&#039;. The peak itself is a holy site for those of the Lo&#039;kaz, filled with millennia upon millennia of preserved mummies in sprawling mountain tombs - including the God-Ancestor Lo&#039;kaz himself. Lo&#039;kaz&#039;s tomb lays in a tunnel on the tallest peak behind a large raw obsidian door, and entry past the obsidian door is forbidden. The tunnel that houses the door has been made into a temple decorated with altars, shrines, and artifacts left by pilgrims. Dedicated shamans keep record of which mummy is entombed where for when clans seek to respect their dead. Many tunnels within the peak have been untouched for centuries, sealed off beyond runic engraved doors. Visitors who enquire about them are refused entry, and any attempted tomb raiders have been found dead - frozen before entering.&lt;br /&gt;
&lt;br /&gt;
The City in Fallen Mountain is cavernous and deep, with halls stretching from the peak to the valley and canyons below. Terraced hallways expand into the ancient mountain, with thousands of years of hundreds of clan histories etched into the wide halls. The single gate entrance laid low in the Ancestor&#039;s Canyon has kept any invaders at bay for hundreds of years, allowing the hollow mountain to be kept safe from invasion for as long as history has been able to record. The sounds of merchant stalls, workshops, drilling grounds, and temples echo constantly. Many Unathi used to believe that a Unathi could live their entire life, hatching to death, within Jatai and never have to leave.&lt;br /&gt;
&lt;br /&gt;
Warriors from Hirizanka focus on fighting with slings, bows, or rifles. The army of the Hirizanka clan themselves are famed across Moghes for their startling accuracy with their firearms. Many warriors now are called upon to defend the Zuakz Walls or launch expeditions into the wasteland. Besides their devastating volleys, the levies also make use of fireworks in explosive rockets or to disorient, demoralize, or destroy their enemies. This focus on ranged fighting has left Hirizankan armies unable to weather the shock of melee as well as a more traditional army.&lt;br /&gt;
&lt;br /&gt;
Fallen Mountain’s only 2 known entrances are through the gates of the Zuak walls, constructed on both ends of the Kii’zoki road. These imposing walls of thick stone have kept the kingdom safe for centuries. The fortifications are lined with artillery, high powered rifles, and even gatling guns. Breaching Fallen Mountain before the Contact War was considered one of the greatest trials a general could take, and now many wastelanders believe the kingdom to be impossible to siege. Both walls were flanked by 90 meter tall statues of their constructor, Zuakz Hirizanka, overlooking travelers with open palms. Only one of these statues remains untouched as the others have withered and crumbled away from the destruction of the Contact War. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== The Reclaimers ==&lt;br /&gt;
Clans of Unathi paid to scavenge the wastes in search of pre-war technology. They’re typically trained for combat, though there will of course be engineers and people who care for cargo, as well as scientists capable of operating and reactivating the technology. Known by the inhabitants of the wasteland as “Rustboys”.&lt;br /&gt;
[[File:UnathiLandcrawler.png|250px|thumb|right|One of the landcrawlers, slowly making its way through the wastes.]]&lt;br /&gt;
&lt;br /&gt;
They operate as Unathi usually would, having the Moghean version of a nuclear family. Gender roles are enforced as normal. The men being the preferred sharpshooters, gunners, and pilots. Women act as cooks, medics and caretakers of the young. Both men and women share some jobs, such as cleaning, repairing the landcrawler, and delivering resources around the craft.&lt;br /&gt;
&lt;br /&gt;
They operate out of landcrawlers, massive mechanical beasts of burden that use treads to move across the wasteland. These vehicles are so massive they’re capable of supporting the entire clan living in them for months at a time. Realistically they only need to refuel it, but the wasteland wears down on both the people and the vehicles they use, creating a need for them to head back home and repair.&lt;br /&gt;
&lt;br /&gt;
Some wealthy clans have upgraded their landcrawlers with a massive steam catapult on top, capable of launching planes that are used to scout the wastes; spotting dangers, loot and Punished bases. These are usually crewed by two men, a pilot and a spotter/gunner. Some may carry bombs, but these are seen as barbaric and damaging to the loot.&lt;br /&gt;
&lt;br /&gt;
When they find something they can salvage, or some wastelanders attempt to attack them, they deploy smaller but highly advanced sandrovers. These vehicles are fast enough to catch up to any threat, as well as chase down in-use pre-war tech, and disable it.&lt;br /&gt;
[[File:Reclaimer_Car.png|200px|thumb|right|A Reclaimer vehicle, speeding across the dunes.]]&lt;br /&gt;
&lt;br /&gt;
These clans aren’t particularly pious, having a more pragmatic and materialistic view on things in general. As long as you didn’t jeopardize the operation, you were free to call the landcrawler your home.&lt;br /&gt;
&lt;br /&gt;
Due to the work they do, they’re well liked by the nobles, who hire them as mercenaries of war on occasion. They also serve as escorts and guides for traveling nobles, protecting them from the horrors of the wasteland.&lt;br /&gt;
&lt;br /&gt;
== Clan &amp;quot;Gawgaryn&amp;quot; - The Punished Clans ==&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;There is nothing left. The Ancestors weep as they beg us to leave Moghes. No more children will grow up in our Ancestral Homelands the same as we have, ever again.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;The words of &#039;The Lost Son&#039; while visiting the ransacked capital of the Azarak Kingdom - the losing side in the Contact War.&#039;&#039;&lt;br /&gt;
A mega-clan forced to attack others during the war, or risk starvation and total annihilation. They were supposed to receive the capital punishment, but fled to the wastes to escape this. Now they roam the wasteland, having become exactly what they wanted to escape in the past, bandits who loot and pillage to make a living.&lt;br /&gt;
[[File:Punished_Raider.jpg|200px|thumb|right|A Punished raider, &amp;quot;Abushk Gawgaryn&amp;quot;, mounted on his specialized sandbike.]]&lt;br /&gt;
&lt;br /&gt;
They are rumoured to have an overseeing leader, &#039;The Lost Son&#039; as he is known, refuses to go by his original name, and only has that title to identify him. He leads the Punished Clans, simply so that they can survive. His only goal is the survival of his clan, and his people, and he&#039;s even resorted to kidnapping Unathi and forcing them onto ships outbound to other systems keep them alive, even if they wish to remain by his side and defend him.&lt;br /&gt;
&lt;br /&gt;
The act of being exiled and cut off from the rest of the unathi society has left them worse for wear. So much as mentioning “The Exile Event” will get one beaten to a pulp and even killed, if the crowd was enraged enough. Still, the Clan Father sends two sinta to the Hegemon territory annually, willing or not, to ask for forgiveness. These always get turned around at the city gates and cannot return home, as this will surely lead to their death.&lt;br /&gt;
&lt;br /&gt;
The Punished don’t care much for gender roles, their situation is too dire to segment their workforce. A sinta is obligated to pull their weight despite gender, and in the worst of times, despite age.&lt;br /&gt;
&lt;br /&gt;
There are hidden bases scattered throughout the wasteland, acting as pit stops to rest and recover from raiding, more so than bases of operation. Permanence is a last resort, as staying in one area will get them bombed out, or worse, captured and forced to face their crimes. There are rumours spreading through the Hegemony that there exists a primary base, where Clanfather Kuma’Gizz lives and coordinates the raiding missions. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;largest raid&#039;&#039;&#039; ever performed have been the thefts of Solarian trade shuttles that were landed at an Izweski wasteland camp - the Gawgaryn boarders forced the human pilots to pick up hundreds of Unathi and help them escape to the Frontier and beyond - many of these clans eventually finding homes in &#039;&#039;&#039;Tau Ceti seeking legal asylum&#039;&#039;&#039;. The five Gawgaryn warriors in charge of the raid were not given asylum by Tau Ceti, and instead were given to the Izweski. They were later executed publicly.&lt;br /&gt;
&lt;br /&gt;
These five Gawgaryn warriors are forever worshiped by the Unathi that were able to escape, as heroes.&lt;br /&gt;
&lt;br /&gt;
== The Spirits of the Oasis ==&lt;br /&gt;
Unathi who just try to make a living in the wasteland. They live in a state of symbiosis with the Dionae, which clears the radiation from their crops. They are agricultural experts, capable of farming even in the wastes. The food produced from these are used to feed both themselves and their animal companions.&lt;br /&gt;
[[File:UnathiHatchling.png|250px|thumb|A hatchling standing next to her wasteland home.]]&lt;br /&gt;
&lt;br /&gt;
The larger villages plant huge swathes of dionae pods, which either get used to absorb the radiation in the surrounding area, or sent to new settlements to give them a headstart on the minute terraforming procedures. The more land that gets terraformed, the more crops get planted, the more biomass the dionae have available.&lt;br /&gt;
&lt;br /&gt;
They have an attachment to their animals and the dionae, who they regard as pets up until a gestalt forms, who they then regard as fully fledged members of the clan.&lt;br /&gt;
&lt;br /&gt;
Owing to their static lives and traditionalist nature, they have rigid gender roles. The women tend to the crops and animals, and prepare the food. The men deal in commerce, do hard manual labour, such as mining or building, or train to become warriors skilled enough to defend their village from Punished raiders.&lt;br /&gt;
&lt;br /&gt;
Chiefly, they follow the Th’akh religion, though some among them may have different opinions, or even dip into Sk’akhism. There is a firm belief among them that the ancestors wish for them to reclaim the land, and return what was once theirs to its original, beautiful form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oasis Clans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While players are in no way obligated to play these clans, and are more than welcome to homebrew their own, these clans are known and settled in the wasteland. Choosing to play one of these will allow you to play out their quirks, as well as meet other clanmembers on-station.&lt;br /&gt;
&lt;br /&gt;
=== Clan Dorviza - The Dryads ===&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Is something the matter?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This clan is considered to be Moghes’ leading experts in regards to all things flora. Their ability to twist a plant’s use to fit their own needs is unparalleled. Many times, the injured are brought to the Dorviza, where their unique traditional herbal treatments are used to heal the wounded.&lt;br /&gt;
&lt;br /&gt;
The Punished frequently raid their settlements to get their hands on medical supplies. Often, these raids are fought off by a mixture of Dorviza forces and Reclaimer mercenaries who protect the Dorviza in exchange for discounted medical treatment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Dorviza would generally work in:&#039;&#039; &#039;&#039;&#039;Medical, Hydroponics, Xenobotany&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clan Vihnmes - The Negotiators ===&lt;br /&gt;
&#039;&#039;&#039;“We’ll see what we can do.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The survivors of this clan is in no way physically fit, instead surviving the wild wastes by silvered tongue. They run inns and taverns as a way for those roaming the wasteland to get a safe place for rest and respite. Sooner to call upon help or talk those opposing them down, than to grasp at a weapon; the survival of this clan is speculated by many to simply be a miracle by the great Sk’akh.&lt;br /&gt;
[[File:Young_Ozeuoi.png|200px|thumb|A young Unathi, &amp;quot;Rahkr Ozeuoi&amp;quot;, taking a break from repairs.]]&lt;br /&gt;
&lt;br /&gt;
The Reclaimers make extensive use of the Vihnmes, either to rest at, while their Landcrawlers are in for repairs, or as a middleman to ensure that the nobles don’t mislead and underpay them for their services. Owing to the near-permanent presence of the Reclaimers, the Punished steer clear of all Vihnmes settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Vihnmes would generally work in:&#039;&#039; &#039;&#039;&#039;Cargo, Bartending, Counseling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clan Ozeuoi - The Architects ===&lt;br /&gt;
&#039;&#039;&#039;“Whatcha need fixed?”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strong and hardy, the Ozeuoi survive by pure ingenuity alone. What they lack in common sense and tact, they more than make up for in ability to cobble together scraps to create formidable creations. They live in relative seclusion from the other wasteland clans, owing to their overuse of turrets, traps and walls spanning miles of irradiated sand.&lt;br /&gt;
&lt;br /&gt;
They make short work of Punished raids, by means of dispatching it before it even reaches their first set of gates. Not quick to make friends, but ultimately wanting to expand eventually, the Ozeuoi grow their numbers by recruiting retired Reclaimers, in exchange for handling the repairs of their massive Landcrawlers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Ozeuoi would generally work in:&#039;&#039; &#039;&#039;&#039;Engineering, Science&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
=== Way of Life ===&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
=== Diplomatic Status ===&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16775</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16775"/>
		<updated>2020-09-26T07:48:51Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: makes mechanics more concise? planning to have it in a spoiler but its hard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
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== Overview == &lt;br /&gt;
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The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
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[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
Religion and spirituality play a major role in a unathi society, and religious differences are the main dividing factor. The primary faiths are the Sk&#039;akh whose church worships the Great Spirit, then the ancestor worshipping Th&#039;akh who believe in the Spirit World and its effect on ours.&lt;br /&gt;
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After the nuclear [[Contact War]], many Unathi fled the planet through Hephaestus or Nanotrasen built shuttle ports, slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi homesystem, so too does space piracy and smuggling.&lt;br /&gt;
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Moghes has two fiercely different biomes after the [[Contact War]]. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[Unathi_Religion#The_Si.27akh_Heresy|doomsday cults]], [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]], and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
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Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
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&#039;&#039;&#039;Mechanical Differences and Unique Emotes&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss1, *hiss2, *bellow, &lt;br /&gt;
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&#039;&#039;&#039;Unathi can be the following Heads of Staff:&#039;&#039;&#039;&lt;br /&gt;
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* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
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Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
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The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
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Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
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[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
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The Unathi as a species show a great deal of variation within body types, as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape, with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic, however tail girth is defined by a Unathi&#039;s diet, with nobles or unathi who are able to eat more growing the largest tails, which mostly store fat.&lt;br /&gt;
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The Unathi are also often born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
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The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
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Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
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Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
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Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink but can also lick their own eyeballs.&lt;br /&gt;
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Unathi horns do not naturally regrow, and damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists, however, and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen.&lt;br /&gt;
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[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
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== Social ==&lt;br /&gt;
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=== Social Mannerisms ===&lt;br /&gt;
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When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Slouching is fine in most instances, but it is extremely rude to not look at those addressing you. Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking, too. Additionally, pointing for unathi can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
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Unathi should always be addressed by their last name in most situations. It is offensive to use a unathi&#039;s first name unless you are family or have a close friendship with them, but some unathi are more permissive than others. In a situation where there are multiple unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
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For most unathi being seen speaking to a guwan is embarrassing. A woman associating with a guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
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Relationships for unathi hinge on a responsibility for both involved, with Clan Leaders often having [[Unathi#Marriage|arranged marriages]] to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is foreign concept to most above their late-20&#039;s in age. A unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. Divorces in the Izweski Hegemony must be requested through the [Unathi_Religion#Sk.27akh|Sk&#039;akh church]], where a member of the Clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses&#039; clan - however a woman is often seen as being &#039;unable&#039; to do something so violent against another soul.&lt;br /&gt;
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Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have its place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
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=== Emotional Displays ===&lt;br /&gt;
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Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a “smile”), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for an unathi to control their emotionally linked body language as it is engrained in unathi culture, but exercising restraint is often seen as a sign of the nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
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For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a unathi cares about. However, it is not unusual for unathi to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
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When it comes to intimate gestures between unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays between unathi are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of &lt;br /&gt;
Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
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Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, unathi tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
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Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but is rarely used too when a unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if an unathi is extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when a unathi is in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, unathi have some onomatopoeias that they draw on for different emotions. Chuffing, a forceful exhalation of air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
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As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface: considering how your character’s society would affect your unathi and how they display their emotions can help flesh out your unathi!&lt;br /&gt;
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=== Language ===&lt;br /&gt;
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Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
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Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
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While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
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The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
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====  Sinta&#039;Azaziba ====&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
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Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
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===== History of Sinta =====&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
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The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
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One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
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It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant and regal.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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===Societal Gender Expectations===&lt;br /&gt;
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Women and men have different expectations in Hegemony society, with men being expected to follow a semblance of [[Unathi Honor]] and women following [[Unathi_Honor#Honor_for_a_Woman|The Women&#039;s Code]] - the difference between the two allowing variety in lifestyles. The cultural impact of these ideals have made men and women seem at odds in society, where you have to prove how your ideals are beneficial to the task you&#039;re born into. &lt;br /&gt;
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Clan alliances are formed when two Clan Leaders mutually decide upon two Unathi to marry, and depending on who is chosen, has varying degrees of expectations.&lt;br /&gt;
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===Marriage===&lt;br /&gt;
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Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Unathi Religion|Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
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Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;man and woman&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfil their duty to have children, however they must be from a member of one of the Clans.&lt;br /&gt;
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When the marriage is proposed, a discussion is brought up on which Clan Name will be taken. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases it has led to duels or even wars fought over who has the rights to keep the titles.&lt;br /&gt;
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Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Often times, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, and women display acts of debate or healing. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best Man and best Woman are fated for each other.&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
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While the unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the skrell and humanity. The culture of humanity and skrell have managed to influence Ouerean unathi, embedding different cultural norms. There is a focus on individualism, with most unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and skrell art. Many Ouerean unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities, many of which still operate on the planet, also give Ouerean unathi greater chances to specialize with human and skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetic-augmented Unathi. In the relative safety of their communes scattered across various towns, planets, and systems, they know a remarkably satisfying life. They have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical transspeciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes.&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== The Zandiziite Games ====&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
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The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]] , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
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Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|&#039;&#039;You would be the face of the Nobles and Lords of Moghes.&#039;&#039;]]&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&lt;br /&gt;
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All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many Priests are active participants in local politics and intrigue. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another kataphract if they prove themselves in battle to be especially brave and worthy. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a kataphract. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class.&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
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[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; is how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
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==History Overview==&lt;br /&gt;
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[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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===The Guwan===&lt;br /&gt;
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In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To become un-Guwaned, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
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Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them. &lt;br /&gt;
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&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
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=== Orphans and Orphanage Guilds===&lt;br /&gt;
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Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16774</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16774"/>
		<updated>2020-09-26T07:14:58Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Mechanics */ reformats it :)&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
Religion and spirituality play a major role in a unathi society, and religious differences are the main dividing factor. The primary faiths are the Sk&#039;akh whose church worships the Great Spirit, then the ancestor worshipping Th&#039;akh who believe in the Spirit World and its effect on ours.&lt;br /&gt;
&lt;br /&gt;
After the nuclear [[Contact War]], many Unathi fled the planet through Hephaestus or Nanotrasen built shuttle ports, slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi homesystem, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two fiercely different biomes after the [[Contact War]]. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[Unathi_Religion#The_Si.27akh_Heresy|doomsday cults]], [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]], and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechanical Differences and Unique Emotes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Audible Emotes:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;*hiss, *hiss1, *hiss2, *bellow, &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types, as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape, with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic, however tail girth is defined by a Unathi&#039;s diet, with nobles or unathi who are able to eat more growing the largest tails, which mostly store fat.&lt;br /&gt;
&lt;br /&gt;
The Unathi are also often born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists, however, and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Slouching is fine in most instances, but it is extremely rude to not look at those addressing you. Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking, too. Additionally, pointing for unathi can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a unathi&#039;s first name unless you are family or have a close friendship with them, but some unathi are more permissive than others. In a situation where there are multiple unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
For most unathi being seen speaking to a guwan is embarrassing. A woman associating with a guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Relationships for unathi hinge on a responsibility for both involved, with Clan Leaders often having [[Unathi#Marriage|arranged marriages]] to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is foreign concept to most above their late-20&#039;s in age. A unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. Divorces in the Izweski Hegemony must be requested through the [Unathi_Religion#Sk.27akh|Sk&#039;akh church]], where a member of the Clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses&#039; clan - however a woman is often seen as being &#039;unable&#039; to do something so violent against another soul.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have its place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a “smile”), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for an unathi to control their emotionally linked body language as it is engrained in unathi culture, but exercising restraint is often seen as a sign of the nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a unathi cares about. However, it is not unusual for unathi to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays between unathi are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of &lt;br /&gt;
Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, unathi tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but is rarely used too when a unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if an unathi is extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when a unathi is in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, unathi have some onomatopoeias that they draw on for different emotions. Chuffing, a forceful exhalation of air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface: considering how your character’s society would affect your unathi and how they display their emotions can help flesh out your unathi!&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
===Societal Gender Expectations===&lt;br /&gt;
&lt;br /&gt;
Women and men have different expectations in Hegemony society, with men being expected to follow a semblance of [[Unathi Honor]] and women following [[Unathi_Honor#Honor_for_a_Woman|The Women&#039;s Code]] - the difference between the two allowing variety in lifestyles. The cultural impact of these ideals have made men and women seem at odds in society, where you have to prove how your ideals are beneficial to the task you&#039;re born into. &lt;br /&gt;
&lt;br /&gt;
Clan alliances are formed when two Clan Leaders mutually decide upon two Unathi to marry, and depending on who is chosen, has varying degrees of expectations.&lt;br /&gt;
&lt;br /&gt;
===Marriage===&lt;br /&gt;
&lt;br /&gt;
Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Unathi Religion|Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
&lt;br /&gt;
Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;man and woman&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
&lt;br /&gt;
Surrogates can be called upon for a marriage that cannot fulfil their duty to have children, however they must be from a member of one of the Clans.&lt;br /&gt;
&lt;br /&gt;
When the marriage is proposed, a discussion is brought up on which Clan Name will be taken. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases it has led to duels or even wars fought over who has the rights to keep the titles.&lt;br /&gt;
&lt;br /&gt;
Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
&lt;br /&gt;
Often times, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, and women display acts of debate or healing. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best Man and best Woman are fated for each other.&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the skrell and humanity. The culture of humanity and skrell have managed to influence Ouerean unathi, embedding different cultural norms. There is a focus on individualism, with most unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and skrell art. Many Ouerean unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities, many of which still operate on the planet, also give Ouerean unathi greater chances to specialize with human and skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetic-augmented Unathi. In the relative safety of their communes scattered across various towns, planets, and systems, they know a remarkably satisfying life. They have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical transspeciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes.&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== The Zandiziite Games ====&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
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The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]] , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
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Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|&#039;&#039;You would be the face of the Nobles and Lords of Moghes.&#039;&#039;]]&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&lt;br /&gt;
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All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many Priests are active participants in local politics and intrigue. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another kataphract if they prove themselves in battle to be especially brave and worthy. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a kataphract. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class.&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
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[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; is how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
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==History Overview==&lt;br /&gt;
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[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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===The Guwan===&lt;br /&gt;
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In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To become un-Guwaned, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16773</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16773"/>
		<updated>2020-09-26T06:30:12Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Overview */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
Religion and spirituality play a major role in a unathi society, and religious differences are the main dividing factor. The primary faiths are the Sk&#039;akh whose church worships the Great Spirit, then the ancestor worshipping Th&#039;akh who believe in the Spirit World and its effect on ours.&lt;br /&gt;
&lt;br /&gt;
After the nuclear [[Contact War]], many Unathi fled the planet through Hephaestus or Nanotrasen built shuttle ports, slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi homesystem, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two fiercely different biomes after the [[Contact War]]. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[Unathi_Religion#The_Si.27akh_Heresy|doomsday cults]], [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]], and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types, as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape, with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic, however tail girth is defined by a Unathi&#039;s diet, with nobles or unathi who are able to eat more growing the largest tails, which mostly store fat.&lt;br /&gt;
&lt;br /&gt;
The Unathi are also often born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists, however, and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Slouching is fine in most instances, but it is extremely rude to not look at those addressing you. Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking, too. Additionally, pointing for unathi can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a unathi&#039;s first name unless you are family or have a close friendship with them, but some unathi are more permissive than others. In a situation where there are multiple unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
For most unathi being seen speaking to a guwan is embarrassing. A woman associating with a guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Relationships for unathi hinge on a responsibility for both involved, with Clan Leaders often having [[Unathi#Marriage|arranged marriages]] to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is foreign concept to most above their late-20&#039;s in age. A unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. Divorces in the Izweski Hegemony must be requested through the [Unathi_Religion#Sk.27akh|Sk&#039;akh church]], where a member of the Clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses&#039; clan - however a woman is often seen as being &#039;unable&#039; to do something so violent against another soul.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have its place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a “smile”), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for an unathi to control their emotionally linked body language as it is engrained in unathi culture, but exercising restraint is often seen as a sign of the nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a unathi cares about. However, it is not unusual for unathi to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays between unathi are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of &lt;br /&gt;
Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, unathi tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but is rarely used too when a unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if an unathi is extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when a unathi is in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, unathi have some onomatopoeias that they draw on for different emotions. Chuffing, a forceful exhalation of air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface: considering how your character’s society would affect your unathi and how they display their emotions can help flesh out your unathi!&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant and regal.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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===Societal Gender Expectations===&lt;br /&gt;
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Women and men have different expectations in Hegemony society, with men being expected to follow a semblance of [[Unathi Honor]] and women following [[Unathi_Honor#Honor_for_a_Woman|The Women&#039;s Code]] - the difference between the two allowing variety in lifestyles. The cultural impact of these ideals have made men and women seem at odds in society, where you have to prove how your ideals are beneficial to the task you&#039;re born into. &lt;br /&gt;
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Clan alliances are formed when two Clan Leaders mutually decide upon two Unathi to marry, and depending on who is chosen, has varying degrees of expectations.&lt;br /&gt;
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===Marriage===&lt;br /&gt;
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Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Unathi Religion|Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
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Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;man and woman&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfil their duty to have children, however they must be from a member of one of the Clans.&lt;br /&gt;
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When the marriage is proposed, a discussion is brought up on which Clan Name will be taken. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases it has led to duels or even wars fought over who has the rights to keep the titles.&lt;br /&gt;
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Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Often times, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, and women display acts of debate or healing. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best Man and best Woman are fated for each other.&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
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While the unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the skrell and humanity. The culture of humanity and skrell have managed to influence Ouerean unathi, embedding different cultural norms. There is a focus on individualism, with most unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and skrell art. Many Ouerean unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities, many of which still operate on the planet, also give Ouerean unathi greater chances to specialize with human and skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetic-augmented Unathi. In the relative safety of their communes scattered across various towns, planets, and systems, they know a remarkably satisfying life. They have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical transspeciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes.&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== The Zandiziite Games ====&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
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The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]] , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
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Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|&#039;&#039;You would be the face of the Nobles and Lords of Moghes.&#039;&#039;]]&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&lt;br /&gt;
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All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many Priests are active participants in local politics and intrigue. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another kataphract if they prove themselves in battle to be especially brave and worthy. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a kataphract. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class.&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
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[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; is how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
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==History Overview==&lt;br /&gt;
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[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To become un-Guwaned, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
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Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16772</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16772"/>
		<updated>2020-09-26T06:02:00Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Overview */ minor overview changes&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the nuclear [[Contact War]], many Unathi fled the planet through Hephaestus or Nanotrasen built shuttle ports, slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi homesystem, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two fiercely different biomes after the [[Contact War]]. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[Unathi_Religion#The_Si.27akh_Heresy|doomsday cults]], [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]], and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
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* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
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Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types, as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape, with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic, however tail girth is defined by a Unathi&#039;s diet, with nobles or unathi who are able to eat more growing the largest tails, which mostly store fat.&lt;br /&gt;
&lt;br /&gt;
The Unathi are also often born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
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Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists, however, and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
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== Social ==&lt;br /&gt;
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=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Slouching is fine in most instances, but it is extremely rude to not look at those addressing you. Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking, too. Additionally, pointing for unathi can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a unathi&#039;s first name unless you are family or have a close friendship with them, but some unathi are more permissive than others. In a situation where there are multiple unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
For most unathi being seen speaking to a guwan is embarrassing. A woman associating with a guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Relationships for unathi hinge on a responsibility for both involved, with Clan Leaders often having [[Unathi#Marriage|arranged marriages]] to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is foreign concept to most above their late-20&#039;s in age. A unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. Divorces in the Izweski Hegemony must be requested through the [Unathi_Religion#Sk.27akh|Sk&#039;akh church]], where a member of the Clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses&#039; clan - however a woman is often seen as being &#039;unable&#039; to do something so violent against another soul.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have its place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
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=== Emotional Displays ===&lt;br /&gt;
&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a “smile”), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for an unathi to control their emotionally linked body language as it is engrained in unathi culture, but exercising restraint is often seen as a sign of the nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a unathi cares about. However, it is not unusual for unathi to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays between unathi are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of &lt;br /&gt;
Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, unathi tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but is rarely used too when a unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if an unathi is extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when a unathi is in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, unathi have some onomatopoeias that they draw on for different emotions. Chuffing, a forceful exhalation of air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface: considering how your character’s society would affect your unathi and how they display their emotions can help flesh out your unathi!&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
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The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
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====  Sinta&#039;Azaziba ====&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
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Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
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===== History of Sinta =====&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
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The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
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One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
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It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant and regal.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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===Societal Gender Expectations===&lt;br /&gt;
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Women and men have different expectations in Hegemony society, with men being expected to follow a semblance of [[Unathi Honor]] and women following [[Unathi_Honor#Honor_for_a_Woman|The Women&#039;s Code]] - the difference between the two allowing variety in lifestyles. The cultural impact of these ideals have made men and women seem at odds in society, where you have to prove how your ideals are beneficial to the task you&#039;re born into. &lt;br /&gt;
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Clan alliances are formed when two Clan Leaders mutually decide upon two Unathi to marry, and depending on who is chosen, has varying degrees of expectations.&lt;br /&gt;
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===Marriage===&lt;br /&gt;
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Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Unathi Religion|Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
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Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;man and woman&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfil their duty to have children, however they must be from a member of one of the Clans.&lt;br /&gt;
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When the marriage is proposed, a discussion is brought up on which Clan Name will be taken. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases it has led to duels or even wars fought over who has the rights to keep the titles.&lt;br /&gt;
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Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Often times, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, and women display acts of debate or healing. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best Man and best Woman are fated for each other.&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
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While the unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the skrell and humanity. The culture of humanity and skrell have managed to influence Ouerean unathi, embedding different cultural norms. There is a focus on individualism, with most unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and skrell art. Many Ouerean unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities, many of which still operate on the planet, also give Ouerean unathi greater chances to specialize with human and skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetic-augmented Unathi. In the relative safety of their communes scattered across various towns, planets, and systems, they know a remarkably satisfying life. They have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical transspeciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes.&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== The Zandiziite Games ====&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
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The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]] , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
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Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|&#039;&#039;You would be the face of the Nobles and Lords of Moghes.&#039;&#039;]]&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&lt;br /&gt;
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All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many Priests are active participants in local politics and intrigue. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another kataphract if they prove themselves in battle to be especially brave and worthy. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a kataphract. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class.&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
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[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; is how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To become un-Guwaned, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16771</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16771"/>
		<updated>2020-09-26T05:03:15Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Social Mannerisms */ adjusts relationships, expanding shit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi fled the planet through Hephaestus or Nanotrasen built shuttle ports, slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi homesystem, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types, as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape, with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic, however tail girth is defined by a Unathi&#039;s diet, with nobles or unathi who are able to eat more growing the largest tails, which mostly store fat.&lt;br /&gt;
&lt;br /&gt;
The Unathi are also often born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists, however, and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Slouching is fine in most instances, but it is extremely rude to not look at those addressing you. Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking, too. Additionally, pointing for unathi can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a unathi&#039;s first name unless you are family or have a close friendship with them, but some unathi are more permissive than others. In a situation where there are multiple unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
For most unathi being seen speaking to a guwan is embarrassing. A woman associating with a guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Relationships for unathi hinge on a responsibility for both involved, with Clan Leaders often having [[Unathi#Marriage|arranged marriages]] to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is foreign concept to most above their late-20&#039;s in age. A unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. Divorces in the Izweski Hegemony must be requested through the [Unathi_Religion#Sk.27akh|Sk&#039;akh church]], where a member of the Clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses&#039; clan - however a woman is often seen as being &#039;unable&#039; to do something so violent against another soul.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have its place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a “smile”), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for an unathi to control their emotionally linked body language as it is engrained in unathi culture, but exercising restraint is often seen as a sign of the nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a unathi cares about. However, it is not unusual for unathi to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays between unathi are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of &lt;br /&gt;
Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, unathi tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
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Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but is rarely used too when a unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if an unathi is extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when a unathi is in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, unathi have some onomatopoeias that they draw on for different emotions. Chuffing, a forceful exhalation of air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
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As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface: considering how your character’s society would affect your unathi and how they display their emotions can help flesh out your unathi!&lt;br /&gt;
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=== Language ===&lt;br /&gt;
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Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
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Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
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While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
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The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
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====  Sinta&#039;Azaziba ====&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
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Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
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===== History of Sinta =====&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
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The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
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One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant and regal.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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===Societal Gender Expectations===&lt;br /&gt;
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Women and men have different expectations in Hegemony society, with men being expected to follow a semblance of [[Unathi Honor]] and women following [[Unathi_Honor#Honor_for_a_Woman|The Women&#039;s Code]] - the difference between the two allowing variety in lifestyles. The cultural impact of these ideals have made men and women seem at odds in society, where you have to prove how your ideals are beneficial to the task you&#039;re born into. &lt;br /&gt;
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Clan alliances are formed when two Clan Leaders mutually decide upon two Unathi to marry, and depending on who is chosen, has varying degrees of expectations.&lt;br /&gt;
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===Marriage===&lt;br /&gt;
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Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Unathi Religion|Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
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Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;man and woman&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfil their duty to have children, however they must be from a member of one of the Clans.&lt;br /&gt;
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When the marriage is proposed, a discussion is brought up on which Clan Name will be taken. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases it has led to duels or even wars fought over who has the rights to keep the titles.&lt;br /&gt;
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Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Often times, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, and women display acts of debate or healing. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best Man and best Woman are fated for each other.&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
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While the unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the skrell and humanity. The culture of humanity and skrell have managed to influence Ouerean unathi, embedding different cultural norms. There is a focus on individualism, with most unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and skrell art. Many Ouerean unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities, many of which still operate on the planet, also give Ouerean unathi greater chances to specialize with human and skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetic-augmented Unathi. In the relative safety of their communes scattered across various towns, planets, and systems, they know a remarkably satisfying life. They have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical transspeciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes.&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== The Zandiziite Games ====&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
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The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]] , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
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Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|&#039;&#039;You would be the face of the Nobles and Lords of Moghes.&#039;&#039;]]&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&lt;br /&gt;
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All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many Priests are active participants in local politics and intrigue. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another kataphract if they prove themselves in battle to be especially brave and worthy. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a kataphract. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class.&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
&lt;br /&gt;
Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
&lt;br /&gt;
For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
=== Guild Rankings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; is how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
&lt;br /&gt;
After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To become un-Guwaned, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16769</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16769"/>
		<updated>2020-09-26T02:53:14Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Culture */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi fled the planet through Hephaestus or Nanotrasen built shuttle ports, slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi homesystem, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types, as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape, with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic, however tail girth is defined by a Unathi&#039;s diet, with nobles or unathi who are able to eat more growing the largest tails, which mostly store fat.&lt;br /&gt;
&lt;br /&gt;
The Unathi are also often born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists, however, and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Slouching is fine in most instances, but it is extremely rude to not look at those addressing you. Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking, too. Additionally, pointing for unathi can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a unathi&#039;s first name unless you are family or have a close friendship with them, but some unathi are more permissive than others. In a situation where there are multiple unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
For most unathi being seen speaking to a guwan is embarrassing. A woman associating with a guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Relationships for unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have its place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a “smile”), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for an unathi to control their emotionally linked body language as it is engrained in unathi culture, but exercising restraint is often seen as a sign of the nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a unathi cares about. However, it is not unusual for unathi to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays between unathi are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of &lt;br /&gt;
Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, unathi tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but is rarely used too when a unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if an unathi is extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when a unathi is in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, unathi have some onomatopoeias that they draw on for different emotions. Chuffing, a forceful exhalation of air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface: considering how your character’s society would affect your unathi and how they display their emotions can help flesh out your unathi!&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
===Societal Gender Expectations===&lt;br /&gt;
&lt;br /&gt;
Women and men have different expectations in Hegemony society, with men being expected to follow a semblance of [[Unathi Honor]] and women following [[Unathi_Honor#Honor_for_a_Woman|The Women&#039;s Code]] - the difference between the two allowing variety in lifestyles. The cultural impact of these ideals have made men and women seem at odds in society, where you have to prove how your ideals are beneficial to the task you&#039;re born into. &lt;br /&gt;
&lt;br /&gt;
Clan alliances are formed when two Clan Leaders mutually decide upon two Unathi to marry, and depending on who is chosen, has varying degrees of expectations.&lt;br /&gt;
&lt;br /&gt;
===Marriage===&lt;br /&gt;
&lt;br /&gt;
Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Unathi Religion|Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
&lt;br /&gt;
Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;man and woman&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
&lt;br /&gt;
Surrogates can be called upon for a marriage that cannot fulfil their duty to have children, however they must be from a member of one of the Clans.&lt;br /&gt;
&lt;br /&gt;
When the marriage is proposed, a discussion is brought up on which Clan Name will be taken. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases it has led to duels or even wars fought over who has the rights to keep the titles.&lt;br /&gt;
&lt;br /&gt;
Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
&lt;br /&gt;
Often times, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, and women display acts of debate or healing. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best Man and best Woman are fated for each other.&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the skrell and humanity. The culture of humanity and skrell have managed to influence Ouerean unathi, embedding different cultural norms. There is a focus on individualism, with most unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and skrell art. Many Ouerean unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities, many of which still operate on the planet, also give Ouerean unathi greater chances to specialize with human and skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Aut&#039;akh===&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetic-augmented Unathi. In the relative safety of their communes scattered across various towns, planets, and systems, they know a remarkably satisfying life. They have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical transspeciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
==== The Zandiziite Games ====&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]] , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
&lt;br /&gt;
To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|&#039;&#039;You would be the face of the Nobles and Lords of Moghes.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
===Hegemonic Colonies===&lt;br /&gt;
&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
== Feudalism and Society ==&lt;br /&gt;
&lt;br /&gt;
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many Priests are active participants in local politics and intrigue. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another kataphract if they prove themselves in battle to be especially brave and worthy. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a kataphract. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class.&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
&lt;br /&gt;
Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
&lt;br /&gt;
For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
=== Guild Rankings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; is how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
&lt;br /&gt;
After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To become un-Guwaned, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
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Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16768</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16768"/>
		<updated>2020-09-26T02:52:36Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Culture */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi fled the planet through Hephaestus or Nanotrasen built shuttle ports, slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi homesystem, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types, as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape, with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic, however tail girth is defined by a Unathi&#039;s diet, with nobles or unathi who are able to eat more growing the largest tails, which mostly store fat.&lt;br /&gt;
&lt;br /&gt;
The Unathi are also often born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists, however, and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Slouching is fine in most instances, but it is extremely rude to not look at those addressing you. Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking, too. Additionally, pointing for unathi can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a unathi&#039;s first name unless you are family or have a close friendship with them, but some unathi are more permissive than others. In a situation where there are multiple unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
For most unathi being seen speaking to a guwan is embarrassing. A woman associating with a guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Relationships for unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have its place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a “smile”), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for an unathi to control their emotionally linked body language as it is engrained in unathi culture, but exercising restraint is often seen as a sign of the nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a unathi cares about. However, it is not unusual for unathi to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays between unathi are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of &lt;br /&gt;
Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, unathi tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but is rarely used too when a unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if an unathi is extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when a unathi is in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, unathi have some onomatopoeias that they draw on for different emotions. Chuffing, a forceful exhalation of air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface: considering how your character’s society would affect your unathi and how they display their emotions can help flesh out your unathi!&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
===Societal Gender Expectations===&lt;br /&gt;
&lt;br /&gt;
Women and men have different expectations in Hegemony society, with men being expected to follow a semblance of [[Unathi Honor]] and women following [[Unathi_Honor#Honor_for_a_Woman|The Women&#039;s Code]] - the difference between the two allowing variety in lifestyles. The cultural impact of these ideals have made men and women seem at odds in society, where you have to prove how your ideals are beneficial to the task you&#039;re born into. &lt;br /&gt;
&lt;br /&gt;
Clan alliances are formed when two Clan Leaders mutually decide upon two Unathi to marry, and depending on who is chosen, has varying degrees of expectations.&lt;br /&gt;
&lt;br /&gt;
===Marriage===&lt;br /&gt;
&lt;br /&gt;
Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Unathi Religion|Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
&lt;br /&gt;
Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;man and woman&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
&lt;br /&gt;
Surrogates can be called upon for a marriage that cannot fulfil their duty to have children, however they must be from a member of one of the Clans.&lt;br /&gt;
&lt;br /&gt;
When the marriage is proposed, a discussion is brought up on which Clan Name will be taken. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases it has led to duels or even wars fought over who has the rights to keep the titles.&lt;br /&gt;
&lt;br /&gt;
Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
&lt;br /&gt;
Often times, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, and women display acts of debate or healing. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best Man and best Woman are fated for each other.&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the skrell and humanity. The culture of humanity and skrell have managed to influence Ouerean unathi, embedding different cultural norms. There is a focus on individualism, with most unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and skrell art. Many Ouerean unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities, many of which still operate on the planet, also give Ouerean unathi greater chances to specialize with human and skrell systems.&lt;br /&gt;
&lt;br /&gt;
==== The Zandiziite Games ====&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
===Aut&#039;akh===&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetic-augmented Unathi. In the relative safety of their communes scattered across various towns, planets, and systems, they know a remarkably satisfying life. They have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical transspeciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]] , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
&lt;br /&gt;
To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|&#039;&#039;You would be the face of the Nobles and Lords of Moghes.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
===Hegemonic Colonies===&lt;br /&gt;
&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
== Feudalism and Society ==&lt;br /&gt;
&lt;br /&gt;
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many Priests are active participants in local politics and intrigue. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another kataphract if they prove themselves in battle to be especially brave and worthy. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a kataphract. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
&lt;br /&gt;
Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
&lt;br /&gt;
For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
=== Guild Rankings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; is how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
&lt;br /&gt;
After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To become un-Guwaned, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16767</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16767"/>
		<updated>2020-09-26T02:51:27Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Marriage */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi fled the planet through Hephaestus or Nanotrasen built shuttle ports, slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi homesystem, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types, as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape, with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic, however tail girth is defined by a Unathi&#039;s diet, with nobles or unathi who are able to eat more growing the largest tails, which mostly store fat.&lt;br /&gt;
&lt;br /&gt;
The Unathi are also often born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists, however, and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Slouching is fine in most instances, but it is extremely rude to not look at those addressing you. Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking, too. Additionally, pointing for unathi can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a unathi&#039;s first name unless you are family or have a close friendship with them, but some unathi are more permissive than others. In a situation where there are multiple unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
For most unathi being seen speaking to a guwan is embarrassing. A woman associating with a guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Relationships for unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have its place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a “smile”), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for an unathi to control their emotionally linked body language as it is engrained in unathi culture, but exercising restraint is often seen as a sign of the nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a unathi cares about. However, it is not unusual for unathi to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays between unathi are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of &lt;br /&gt;
Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, unathi tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but is rarely used too when a unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if an unathi is extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when a unathi is in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, unathi have some onomatopoeias that they draw on for different emotions. Chuffing, a forceful exhalation of air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface: considering how your character’s society would affect your unathi and how they display their emotions can help flesh out your unathi!&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
==== The Zandiziite Games ====&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the skrell and humanity. The culture of humanity and skrell have managed to influence Ouerean unathi, embedding different cultural norms. There is a focus on individualism, with most unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and skrell art. Many Ouerean unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities, many of which still operate on the planet, also give Ouerean unathi greater chances to specialize with human and skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Aut&#039;akh===&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetic-augmented Unathi. In the relative safety of their communes scattered across various towns, planets, and systems, they know a remarkably satisfying life. They have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical transspeciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
===Societal Gender Expectations===&lt;br /&gt;
&lt;br /&gt;
Women and men have different expectations in Hegemony society, with men being expected to follow a semblance of [[Unathi Honor]] and women following [[Unathi_Honor#Honor_for_a_Woman|The Women&#039;s Code]] - the difference between the two allowing variety in lifestyles. The cultural impact of these ideals have made men and women seem at odds in society, where you have to prove how your ideals are beneficial to the task you&#039;re born into. &lt;br /&gt;
&lt;br /&gt;
Clan alliances are formed when two Clan Leaders mutually decide upon two Unathi to marry, and depending on who is chosen, has varying degrees of expectations.&lt;br /&gt;
&lt;br /&gt;
===Marriage===&lt;br /&gt;
&lt;br /&gt;
Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Unathi Religion|Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
&lt;br /&gt;
Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;man and woman&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
&lt;br /&gt;
Surrogates can be called upon for a marriage that cannot fulfil their duty to have children, however they must be from a member of one of the Clans.&lt;br /&gt;
&lt;br /&gt;
When the marriage is proposed, a discussion is brought up on which Clan Name will be taken. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases it has led to duels or even wars fought over who has the rights to keep the titles.&lt;br /&gt;
&lt;br /&gt;
Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
&lt;br /&gt;
Often times, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, and women display acts of debate or healing. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best Man and best Woman are fated for each other.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]] , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
&lt;br /&gt;
To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|&#039;&#039;You would be the face of the Nobles and Lords of Moghes.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
===Hegemonic Colonies===&lt;br /&gt;
&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&lt;br /&gt;
&lt;br /&gt;
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many Priests are active participants in local politics and intrigue. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another kataphract if they prove themselves in battle to be especially brave and worthy. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a kataphract. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class.&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
&lt;br /&gt;
For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; is how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
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==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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===The Guwan===&lt;br /&gt;
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In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To become un-Guwaned, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them. &lt;br /&gt;
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&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
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=== Orphans and Orphanage Guilds===&lt;br /&gt;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
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===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
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Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16766</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16766"/>
		<updated>2020-09-26T02:50:09Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Marriage */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
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After the [[Contact War]], many Unathi fled the planet through Hephaestus or Nanotrasen built shuttle ports, slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi homesystem, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Unathi can be the following Heads of Staff:&lt;br /&gt;
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* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types, as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape, with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic, however tail girth is defined by a Unathi&#039;s diet, with nobles or unathi who are able to eat more growing the largest tails, which mostly store fat.&lt;br /&gt;
&lt;br /&gt;
The Unathi are also often born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists, however, and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Slouching is fine in most instances, but it is extremely rude to not look at those addressing you. Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking, too. Additionally, pointing for unathi can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a unathi&#039;s first name unless you are family or have a close friendship with them, but some unathi are more permissive than others. In a situation where there are multiple unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
For most unathi being seen speaking to a guwan is embarrassing. A woman associating with a guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Relationships for unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have its place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a “smile”), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for an unathi to control their emotionally linked body language as it is engrained in unathi culture, but exercising restraint is often seen as a sign of the nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a unathi cares about. However, it is not unusual for unathi to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays between unathi are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of &lt;br /&gt;
Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, unathi tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but is rarely used too when a unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if an unathi is extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when a unathi is in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, unathi have some onomatopoeias that they draw on for different emotions. Chuffing, a forceful exhalation of air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface: considering how your character’s society would affect your unathi and how they display their emotions can help flesh out your unathi!&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
==== The Zandiziite Games ====&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the skrell and humanity. The culture of humanity and skrell have managed to influence Ouerean unathi, embedding different cultural norms. There is a focus on individualism, with most unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and skrell art. Many Ouerean unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities, many of which still operate on the planet, also give Ouerean unathi greater chances to specialize with human and skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Aut&#039;akh===&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetic-augmented Unathi. In the relative safety of their communes scattered across various towns, planets, and systems, they know a remarkably satisfying life. They have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical transspeciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
===Societal Gender Expectations===&lt;br /&gt;
&lt;br /&gt;
Women and men have different expectations in Hegemony society, with men being expected to follow a semblance of [[Unathi Honor]] and women following [[Unathi_Honor#Honor_for_a_Woman|The Women&#039;s Code]] - the difference between the two allowing variety in lifestyles. The cultural impact of these ideals have made men and women seem at odds in society, where you have to prove how your ideals are beneficial to the task you&#039;re born into. &lt;br /&gt;
&lt;br /&gt;
Clan alliances are formed when two Clan Leaders mutually decide upon two Unathi to marry, and depending on who is chosen, has varying degrees of expectations.&lt;br /&gt;
&lt;br /&gt;
===Marriage===&lt;br /&gt;
&lt;br /&gt;
Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Unathi Religion|Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
&lt;br /&gt;
Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;man and woman&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
&lt;br /&gt;
Surrogates can be called upon for a marriage that cannot fulfil their duty to have children, however they must be from a member of one of the Clans.&lt;br /&gt;
&lt;br /&gt;
When the marriage is proposed, a discussion is brought up on which Clan Name will be taken. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases it has led to duels or even wars fought over who has the rights to keep their clan name.&lt;br /&gt;
&lt;br /&gt;
Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
&lt;br /&gt;
Often times, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, and women display acts of debate or healing. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best Man and best Woman are fated for each other.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]] , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
&lt;br /&gt;
To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|&#039;&#039;You would be the face of the Nobles and Lords of Moghes.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
===Hegemonic Colonies===&lt;br /&gt;
&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
== Feudalism and Society ==&lt;br /&gt;
&lt;br /&gt;
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many Priests are active participants in local politics and intrigue. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another kataphract if they prove themselves in battle to be especially brave and worthy. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a kataphract. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
&lt;br /&gt;
Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
&lt;br /&gt;
For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
=== Guild Rankings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; is how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
&lt;br /&gt;
After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To become un-Guwaned, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16765</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16765"/>
		<updated>2020-09-26T02:05:55Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Women */ Changes societal expectations and adds marriage pog&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
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The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
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[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
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After the [[Contact War]], many Unathi fled the planet through Hephaestus or Nanotrasen built shuttle ports, slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi homesystem, so too does space piracy and smuggling.&lt;br /&gt;
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Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Unathi can be the following Heads of Staff:&lt;br /&gt;
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* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
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Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
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The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
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Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
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[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
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The Unathi as a species show a great deal of variation within body types, as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape, with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic, however tail girth is defined by a Unathi&#039;s diet, with nobles or unathi who are able to eat more growing the largest tails, which mostly store fat.&lt;br /&gt;
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The Unathi are also often born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
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The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
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Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
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Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
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Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink but can also lick their own eyeballs.&lt;br /&gt;
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Unathi horns do not naturally regrow, and damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists, however, and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen.&lt;br /&gt;
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[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
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== Social ==&lt;br /&gt;
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=== Social Mannerisms ===&lt;br /&gt;
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When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Slouching is fine in most instances, but it is extremely rude to not look at those addressing you. Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking, too. Additionally, pointing for unathi can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
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Unathi should always be addressed by their last name in most situations. It is offensive to use a unathi&#039;s first name unless you are family or have a close friendship with them, but some unathi are more permissive than others. In a situation where there are multiple unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
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For most unathi being seen speaking to a guwan is embarrassing. A woman associating with a guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
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Relationships for unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
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Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have its place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
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=== Emotional Displays ===&lt;br /&gt;
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Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a “smile”), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for an unathi to control their emotionally linked body language as it is engrained in unathi culture, but exercising restraint is often seen as a sign of the nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
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For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a unathi cares about. However, it is not unusual for unathi to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
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When it comes to intimate gestures between unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays between unathi are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of &lt;br /&gt;
Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
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Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, unathi tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
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Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but is rarely used too when a unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if an unathi is extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when a unathi is in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, unathi have some onomatopoeias that they draw on for different emotions. Chuffing, a forceful exhalation of air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
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As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface: considering how your character’s society would affect your unathi and how they display their emotions can help flesh out your unathi!&lt;br /&gt;
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=== Language ===&lt;br /&gt;
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Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
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Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
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While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
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The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
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====  Sinta&#039;Azaziba ====&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
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Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
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===== History of Sinta =====&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
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The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
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One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
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It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant and regal.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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==== The Zandiziite Games ====&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
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While the unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the skrell and humanity. The culture of humanity and skrell have managed to influence Ouerean unathi, embedding different cultural norms. There is a focus on individualism, with most unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and skrell art. Many Ouerean unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities, many of which still operate on the planet, also give Ouerean unathi greater chances to specialize with human and skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetic-augmented Unathi. In the relative safety of their communes scattered across various towns, planets, and systems, they know a remarkably satisfying life. They have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical transspeciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes.&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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===Societal Gender Expectations===&lt;br /&gt;
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Women and men have different expectations in Hegemony society, with men being expected to follow a semblance of [[Unathi Honor]] and women following [[Unathi_Honor#Honor_for_a_Woman|The Women&#039;s Code]] - the difference between the two allowing variety in lifestyles. The cultural impact of these ideals have made men and women seem at odds in society, where you have to prove how your ideals are beneficial to the task you&#039;re born into. &lt;br /&gt;
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Clan alliances are formed when two Clan Leaders mutually decide upon two Unathi to marry, and depending on who is chosen, has varying degrees of expectations.&lt;br /&gt;
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===Marriage===&lt;br /&gt;
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Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Unathi Religion|Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
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Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;man and woman&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
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Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Often times, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, and women display acts of debate or healing. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best Man and best Woman are fated for each other.&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
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The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]] , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
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Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|&#039;&#039;You would be the face of the Nobles and Lords of Moghes.&#039;&#039;]]&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&lt;br /&gt;
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All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many Priests are active participants in local politics and intrigue. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another kataphract if they prove themselves in battle to be especially brave and worthy. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a kataphract. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class.&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
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[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; is how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
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==History Overview==&lt;br /&gt;
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[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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===The Guwan===&lt;br /&gt;
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In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To become un-Guwaned, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
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Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them. &lt;br /&gt;
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&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
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=== Orphans and Orphanage Guilds===&lt;br /&gt;
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Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
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&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
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===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
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Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16728</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16728"/>
		<updated>2020-09-21T02:41:24Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Moghean */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi fled the planet through Hephaestus or Nanotrasen built shuttle ports, slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi homesystem, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types, as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape, with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic, however tail girth is defined by a Unathi&#039;s diet, with nobles or unathi who are able to eat more growing the largest tails, which mostly store fat.&lt;br /&gt;
&lt;br /&gt;
The Unathi are also often born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists, however, and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Slouching is fine in most instances, but it is extremely rude to not look at those addressing you. Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking, too. Additionally, pointing for unathi can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a unathi&#039;s first name unless you are family or have a close friendship with them, but some unathi are more permissive than others. In a situation where there are multiple unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
For most unathi being seen speaking to a guwan is embarrassing. A woman associating with a guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Relationships for unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have its place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a “smile”), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for an unathi to control their emotionally linked body language as it is engrained in unathi culture, but exercising restraint is often seen as a sign of the nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a unathi cares about. However, it is not unusual for unathi to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays between unathi are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of &lt;br /&gt;
Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, unathi tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but is rarely used too when a unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if an unathi is extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when a unathi is in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, unathi have some onomatopoeias that they draw on for different emotions. Chuffing, a forceful exhalation of air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface: considering how your character’s society would affect your unathi and how they display their emotions can help flesh out your unathi!&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
==== The Zandiziite Games ====&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the skrell and humanity. The culture of humanity and skrell have managed to influence Ouerean unathi, embedding different cultural norms. There is a focus on individualism, with most unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and skrell art. Many Ouerean unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities, many of which still operate on the planet, also give Ouerean unathi greater chances to specialize with human and skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Aut&#039;akh===&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetic-augmented Unathi. In the relative safety of their communes scattered across various towns, planets, and systems, they know a remarkably satisfying life. They have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical transspeciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
Although women are outwardly viewed as being subservient to men, they have almost a culture of their own under the base Unathi Warrior&#039;s Code. A woman&#039;s life is one of secrecy, following a secret &#039;Womens Code&#039; that, seemingly, only a Woman can understand. Never outwardly spoken to men for fear of backlash, women watch out for each other and care for each other in ways they often believe men could never understand. In a relationship between a man and a woman, the man will &#039;understand&#039; part of the Womens code if the wife has a deep connection with the man, but to a large amount of society this is simply seen as the lovers being &#039;lost in love&#039;.&lt;br /&gt;
&lt;br /&gt;
Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While Unathi are a deeply patriarchal species and this can lead to problematic behavior on-station, it&#039;s important to respect the player even if you are disrespecting the character.&#039;&#039;&#039; Make sure that you are acting in good faith and do your best to ensure the other player is also enjoying the encounter whenever possible.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
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The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]] , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
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Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|&#039;&#039;You would be the face of the Nobles and Lords of Moghes.&#039;&#039;]]&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&lt;br /&gt;
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All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many Priests are active participants in local politics and intrigue. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another kataphract if they prove themselves in battle to be especially brave and worthy. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a kataphract. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class.&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
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[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; is how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
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==History Overview==&lt;br /&gt;
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[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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===The Guwan===&lt;br /&gt;
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In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To become un-Guwaned, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
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Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them. &lt;br /&gt;
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&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
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=== Orphans and Orphanage Guilds===&lt;br /&gt;
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Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Fuedalism.png&amp;diff=16553</id>
		<title>File:Fuedalism.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Fuedalism.png&amp;diff=16553"/>
		<updated>2020-09-16T04:47:58Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: SleepyWolf uploaded a new version of File:Fuedalism.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unathi feudalism.&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16352</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=16352"/>
		<updated>2020-09-02T20:09:06Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Aut&amp;#039;akh */ wip shit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi fled the planet through Hephaestus or Nanotrasen built shuttle ports, slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi homesystem, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types, as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape, with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic, however tail girth is defined by a Unathi&#039;s diet, with nobles or unathi who are able to eat more growing the largest tails, which mostly store fat.&lt;br /&gt;
&lt;br /&gt;
The Unathi are also often born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists, however, and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Slouching is fine in most instances, but it is extremely rude to not look at those addressing you. Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking, too. Additionally, pointing for unathi can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a unathi&#039;s first name unless you are family or have a close friendship with them, but some unathi are more permissive than others. In a situation where there are multiple unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
For most unathi being seen speaking to a guwan is embarrassing. A woman associating with a guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Relationships for unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have its place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a “smile”), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for an unathi to control their emotionally linked body language as it is engrained in unathi culture, but exercising restraint is often seen as a sign of the nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a unathi cares about. However, it is not unusual for unathi to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays between unathi are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of &lt;br /&gt;
Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, unathi tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but is rarely used too when a unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if an unathi is extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when a unathi is in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, unathi have some onomatopoeias that they draw on for different emotions. Chuffing, a forceful exhalation of air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface: considering how your character’s society would affect your unathi and how they display their emotions can help flesh out your unathi!&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
==== The Zandiziite Games ====&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Aut&#039;akh===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Aut&#039;akh]] page is currently undergoing heavy revision.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
Although women are outwardly viewed as being subservient to men, they have almost a culture of their own under the base Unathi Warrior&#039;s Code. A woman&#039;s life is one of secrecy, following a secret &#039;Womens Code&#039; that, seemingly, only a Woman can understand. Never outwardly spoken to men for fear of backlash, women watch out for each other and care for each other in ways they often believe men could never understand. In a relationship between a man and a woman, the man will &#039;understand&#039; part of the Womens code if the wife has a deep connection with the man, but to a large amount of society this is simply seen as the lovers being &#039;lost in love&#039;.&lt;br /&gt;
&lt;br /&gt;
Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand.&lt;br /&gt;
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&#039;&#039;&#039;While Unathi are a deeply patriarchal species and this can lead to problematic behavior on-station, it&#039;s important to respect the player even if you are disrespecting the character.&#039;&#039;&#039; Make sure that you are acting in good faith and do your best to ensure the other player is also enjoying the encounter whenever possible.&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
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The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]] , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
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Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|&#039;&#039;You would be the face of the Nobles and Lords of Moghes.&#039;&#039;]]&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&lt;br /&gt;
&lt;br /&gt;
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many Priests are active participants in local politics and intrigue. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another kataphract if they prove themselves in battle to be especially brave and worthy. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a kataphract. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class.&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
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[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; is how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
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==History Overview==&lt;br /&gt;
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[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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===The Guwan===&lt;br /&gt;
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In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To become un-Guwaned, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
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		<summary type="html">&lt;p&gt;SleepyWolf: SleepyWolf uploaded a new version of File:UnathiEggColoured.png&lt;/p&gt;
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&lt;div&gt;A coloured-in Unathi holding an egg.&lt;/div&gt;</summary>
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		<title>Notable Unathi</title>
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		<summary type="html">&lt;p&gt;SleepyWolf: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[Ouerea]]. &lt;br /&gt;
&lt;br /&gt;
==Myths and Legends==&lt;br /&gt;
The majority of Unathi legends follow the feats of individuals and their impact on the world. They stress the importance and abilities of single individuals, and carry with them moral lessons that tend to reinforce Unathi cultural ideas.&lt;br /&gt;
&lt;br /&gt;
=== Kazani: the First Guwandi ===&lt;br /&gt;
&lt;br /&gt;
Kazani Guwandi, born &#039;&#039;&#039;Kazani Kaxedun&#039;&#039;&#039;, is an ancient figure who is believed to have been born sometime between &#039;&#039;&#039;300 BCE to 20 CE&#039;&#039;&#039;. Born before the Sarakus Hegemony, he was the first of two sons of a small noble family that ruled over the village of Kutah. He was raised as the heir to his Clan’s lands and spent his youth in a comfortable life in luxury. Coming into his teenage years he began to fall subject to fits of rage, often exploding on people and physically attacking them for even the smallest provocation and earning a reputation as a brutal person. His father sent him to be trained as a warrior in the hopes of giving him an outlet for his anger. He was trained for years as his instructors tried to bring discipline to the Prince. During training he would fly into a berserk rage and maul his sparring partners. After nearly killing one of them, his father finally just sent him off with the army to fight their Clan’s enemies in the constant battles they fought to defend their lands.&lt;br /&gt;
&lt;br /&gt;
Kazani became a feared warrior within just a few years. He would work himself up into a frenzy before battle, gnashing his teeth and screaming at the enemy. He was known to charge without orders, smashing into the enemy lines and hacking away at them with his sword and bashing them with his shield. He quickly rose to command the Kaxedun army in his &#039;&#039;&#039;late 20’s&#039;&#039;&#039;, and always personally lead from the front line and was the first to make contact with the enemy. Under his leadership and with his seemingly unstoppable strength the Kaxedun clan quickly expanded and seized much surrounding territory. By the time Kazani inherited the role of Clan-Leader once his father died, &#039;&#039;&#039;he was barely in his 30’s&#039;&#039;&#039;. Despite his prestige and power however, he was never offered a wife as all Clans knew of his violent ways and refused to allow their daughters to be put at risk at the hands of such a savage person.&lt;br /&gt;
&lt;br /&gt;
His brother, Trazli Kaxedun, one day came to his brother and demanded that he be given half of the Clan’s lands to govern himself. Trazli had no lands of his own, and had grown jealous of his older brother. This set Kazani into a rage and he attacked his brother immediately, killing him on the spot.&lt;br /&gt;
&lt;br /&gt;
When the rage subsided, Kazani looked on the body of his brother and realized what he had done. He dropped to his knees and wept for the Ancestors to forgive him.&lt;br /&gt;
&lt;br /&gt;
He soon abandoned his Clan, renouncing all of his titles and possessions. He wandered off into the wilderness, taking on the name Guwandi, which loosely means ‘clanless gladiator’. He travelled the globe, looking to die in battle to redeem himself. With each duel he fought, he hurled himself into it intent to win. He knew that if he simply meekly accepted death that he would never redeem himself for his fratricide. Kazani spent years trying to die in battle. For an entire decade he walked Moghes, slaying foe after foe. He grew increasingly desperate, provoking entire bandit parties, town militias, and even whole armies to face him in the field, alone. Each time he fought viciously’, often over entire days without rest, his sword never dry.&lt;br /&gt;
&lt;br /&gt;
By the time he was &#039;&#039;&#039;40 years old&#039;&#039;&#039; and reaching the twilight of his life, he looked back upon his many conquests and uncountable victories, and wept. Kazani was cursed to be unbeatable, and knew he would never find peace or redeem himself before the Ancestors. &lt;br /&gt;
&lt;br /&gt;
One day Kazani came before a wandering shaman in the unknown wilds. Kazani was desperate for a fight, and fell to his knees before him. Kazani explained his curse and begged the shaman to lift it so he could die in battle. The shaman listened intently and finally asked what Kazani would to have done with his remains when he died. Kazani said he wanted to be buried at his Clan’s former estate next to his brother. The shaman agreed, and said he would lift Kazani’s curse if Kazani would fight him to the death.&lt;br /&gt;
&lt;br /&gt;
Kazani, despite knowing the shaman would surely die, was desperate enough to accept. When they began the duel, Kazani hurled himself at the shaman. But the shaman deftly dodged out of the way and struck Kazani in the back of the head with his walking staff. Kazani fell forwards and hit his head on a rocky outcropping, killing him instantly.&lt;br /&gt;
&lt;br /&gt;
Slain by one of the High Elders of the Akhanzi order, Kazani was finally found to have died in battle and his sins redeemed. He was reunited with his brother and the Ancestors and they joined Sk’akh to live in the eternal afterlife.&lt;br /&gt;
&lt;br /&gt;
===Tryazali Kres&#039;ha&#039;nor===&lt;br /&gt;
&lt;br /&gt;
Tryazali was born in 949 CE to a minor noble family in what is modern day Baandr. He is credited in Unathi myth as founding the first Hegemony. Information about Trizarki comes from the epic The First Prince and the Night Queen written 1572-1602 CE. According to the epic, when Tryazali was 26 he became separated from his hunting party out in the mountains. He wandered for five days and five nights, unable to find food, water, or shelter. As he was about to die of exposure he was saved by a mysterious tribe of all-female warriors. After he had been nursed back to health by three of the tribe&#039;s healers he was taken to meet with their queen, who styled herself The Empress Of Night. She was a ruthless and cunning leader with an azure-colored hide and pure white eyes who claimed to possess magical abilities and a strong spiritual connection to the ancestors. She had been known to lead her tribe of warriors on various raids of the neighboring cities and keep her village hidden in the deep forests in the mountains. After her talks with Tryazali, she demanded that he repay the debt he owed them for saving his life. She tasked him with the rescue of her eldest daughter, who had been kidnapped by a nobleman in S&#039;th. The Queen promised many blessings for the safe return of her child Raz&#039;ha, but warned Tryazali that should he deviate or try to escape from his debt, she would place a curse on him that would doom him and his clan for as long as they tread upon Moghes. &lt;br /&gt;
&lt;br /&gt;
Tryazali eventually learned the whereabouts of the princess, who was being held as a slave to the Lord of S&#039;th, Taraz Jy&#039;haza, keeping her as an exotic curiosity due to the color of her hide, which was a rich azure color. Tryazali would later storm the Lord Taraz&#039;s castle and demanded a duel for ownership of Raz&#039;ha. Lord Taraz rebuffed him and sent out his own soldiers, but one by one they fell before the skilled Prince. Eventually Lord Taraz accepted the challenge after overhearing whispers of cowardice amongst his court. According to the epic the resulting duel lasted two entire days before Prince Trazali slew Lord Taraz. Victorious, Tryazali then proclaimed himself the new Lord of S&#039;th, liberating the city and freeing Raz&#039;ha. Before returning her to her mother, the two ended up falling in love, and she elected to remain with Tryazali, becoming queen of S&#039;th and taking the name Kres&#039;ha&#039;nor with her mother&#039;s blessing. Tryazali expanded the influence of S&#039;th and eventually created the First Hegemony. He died at the age of 53, in the year 1002 CE. The Kres&#039;ha&#039;nor Hegemony after him continued to grow and dominate most of Moghes.&lt;br /&gt;
&lt;br /&gt;
===Shizarsa Ksi&#039;ka===&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka is believed to have been born in &#039;&#039;&#039;1632 CE&#039;&#039;&#039; to the leaders of a small tribe outside Darakath. She was bethrothed to a hunter from another village but even from a young age she resented this fact. She is known to have been a wild child, picking fights with other children. When she was 17, before the planned wedding day, she fled her village with her father&#039;s sword and crossbow. Outraged, her betrothed, Karask, sent several expeditions after her to arrest and return her. Ksi&#039;ka managed to wound a hunter sent after her with her crossbow but her inexperience with combat lead her to being quickly disarmed and arrested. As she was being escorted back her group was ambushed by bandits and she was kidnapped yet again. Shizarsa was held as a captive of the bandits, who forced her to cook, clean, and otherwise act as a maid for their enclave. According to legend she struck a friendship with one of the bandits and he agreed to train her to defend herself.&lt;br /&gt;
&lt;br /&gt;
When she was 27 Ksi&#039;ka killed the leader of the bandits and began leading the men herself. She became an infamous bandit, harassing traveling merchants. One day she even attacked Karask&#039;s village, killing him and freeing a woman he had taken as another wife in her place.&lt;br /&gt;
&lt;br /&gt;
Her fame and power grew until she controlled a small petty kingdom that surrounded Darakath and with dozens of kills under her belt. Fearing the barbarians ravaging the countryside Lord of the city sent out his eldest son, Gri&#039;zarsuth, to lead 48 of the city&#039;s soldiers to find the bandit enclave and destroy it.&lt;br /&gt;
&lt;br /&gt;
Eventually Gri&#039;zarsuth and his men managed to ambush Ksi&#039;ka&#039;s camp and slew or captured the majority of her men. According to legend Ksi&#039;ka managed to kill four men and was the last one standing. Gri&#039;zarsuth managed to knock her out by hitting her in the head with the flat of his sword.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka was considered a wild savage by everyone in the city when she was dragged to the dungeons in chains, but Gri&#039;zarsuth fell in love with her. He begged his father four times to spare her, and four times he refused. The day before her execution Gri&#039;zarsuth begged again, saying that he could civilize Ksi&#039;ka. Finally his father relented on the condition that he be able to civilize Gri&#039;zarsuth within a year.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka&#039;s wild spirit was reigned in by Gri&#039;zarsuth over the following year, and the barbarian savage was transformed into a proper princess. At the end of the year she was brought before Gri&#039;zarsuth&#039;s father, who marveled at the change a man could bring such a wild woman. She was allowed to live, and eventually married Gri&#039;zarsuth.&lt;br /&gt;
&lt;br /&gt;
== The Contact War ==&lt;br /&gt;
&lt;br /&gt;
===Don&#039;zai Azarak===&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai Azarak was born on 2408 CE in the former city of Darakath, the capital of the Azarak Kingdom, which also briefly served as the capital of the Traditionalist Coalition during its existence. His parents, King Yuiz Azarak and Queen Kwina Azarak, gave him two siblings, both of which were sisters, and his family all followed the Tha&#039;kh faith.&lt;br /&gt;
&lt;br /&gt;
Prince Azarak received extensive education from a young age, showing promise and charisma. When he was 16 he was sent to the University of Darakath to become an Apprentice for the Guildmaster of the university, where he also received his education. While attending university he would be bethrothed to his future wife, Princess Wei&#039;za from the northern kingdom of Izgwani, and they would marry when they were both 20, in 2428.&lt;br /&gt;
&lt;br /&gt;
They had two hatchlings six months after the marriage ceremony, giving Don&#039;zai two children; the male Don&#039;ziki and female Yuiza. Don&#039;zai immediately fell in love with his children and became famous for his elaborate and lavish displays of affection. Using his influence as Prince and heir of the Kingdom he managed to persuade the University of Darakath to rename two new campus buildings after his children. He also spent excessive funds on having the baby rooms renovated with elaborate decorations and furnishing, famously including a small fountain in his son&#039;s room and hydroponic trays growing a variety of colorful, exotic plants in his daughter&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai&#039;s father died when he was 24, in 2432, and Don&#039;zai was crowned King. Though he professed a desire to continue his studies and delegate matters of state to his staff, the unprecedented event of alien life visiting Moghes forced him to take a leave of absence from his studies and take on official duties as King.&lt;br /&gt;
&lt;br /&gt;
The human and Skrell expedition that made contact with Moghes in 2433 was done in the Izweski Nation, which was the world&#039;s sole superpower and Hegemony.&lt;br /&gt;
&lt;br /&gt;
Knowing they had the only functioning spaceports and access to the greater galaxy, Don&#039;zai sent repeated requests to the Izweski to have an Azarak representative sent to humanity and the skrell to speak for his Kingdom but each time he was rebuffed, with the Izweski taking on a patronizing and condescending attitude to his Kingdom.&lt;br /&gt;
&lt;br /&gt;
Azarak called a summit of all world leaders in late Versakh (April relative) of 2433. The summit took place in Tisxaclas, the capital of his allies, the Izgwani, where he gave his infamous speech and single-handily managed to become a global icon and the poster boy of the anti-Izweski bloc.&lt;br /&gt;
&lt;br /&gt;
During the global crisis that had erupted after the Izweski had colonized Ourea, in which humanity and the skrell had practically taken charge of, Don&#039;zai Azarak was one of the leading figures that would come to found the Traditionalist Coalition. He personally served in the conflict, becoming an artilleryman in the Azarak 1st Retinue, his family&#039;s private levee. Images of him manning an artillery cannon in active battle were turned into propaganda pieces and he became known as the King on the Battlefield.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not known if Azarak approved a nuclear weapons program or even authorized the deployment of their use, but following the atomic attack on Da&#039;ha&#039;den on September 5th, 2439 and the following nuclear exchange his whereabouts became unknown as the 1st Retinue was hit by an Izweski atomic bomb while stationed outside Res&#039;karum. Originally the Retinue had been warned about the impending attack and were attempting to retreat away from the military base and disperse into the countryside.&lt;br /&gt;
&lt;br /&gt;
King Don&#039;zai Azarak spent the week on a journey back to Darakath, facing incredible danger as command and control began to collapse across the planet. He became separated from his retinue and was forced to travel alone, most of his travel spent on foot.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai managed to make it back to Dakarath, which had been spared from atomic attack by virtue of its defenses. However his journey saw him afflicted with severe radiation poisoning, and he spent the remaining duration of the Contact War too weak to be effective, effectively bedridden.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai refused all medical treatment, forbidding a doctor to enter the grounds. When his wife tearfully begged him to let the doctor in to provide anti-radiation treatment, he is quoted to have said, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will die in in my own home on my own terms. I refuse to die at the axe of the Izweski.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai died of severe radiation poisoning on 2441. In his final lucid moments, his final words are said to have been,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Care for our children, Wei&#039;za.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Contemporary ==&lt;br /&gt;
&lt;br /&gt;
=== Not&#039;zar Izweski, &#039;&#039;Izweski Hegemon&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Not&#039;Zar.png|thumbnail|Portrait of Not&#039;Zar Izweski, circa 2458.]]&lt;br /&gt;
&lt;br /&gt;
At 22 as of 2460, Not&#039;zar is the second oldest child to the Hegemon and his First Wife. He become the new Heir to the Hegemony after the death of his brother in a shuttle crash in may of 2458. Not&#039;zar Izweski chose to seek an education in Sinta&#039;studies (Unathi Humanities) and pursued a bachelors in Sinta&#039;Philosophy in the University of S&#039;th before his duties as Lord-Regent forced him to suspend his studies. &lt;br /&gt;
&lt;br /&gt;
As an infant he was struck with The Rot, a deadly viral infection passed from breeds of Moghean birds that almost claimed his life as an infant. The next 5 years were spent on a hospital bed as a sickly child barely clinging to life. The Rot causes Unathi scales and even the rest of the hide to rot and fall off, leaving open wounds and necrotic tissue while it also harms muscle growth while weakening tendons. Every day specialized surgeons had to remove more and more infected tissue to contain the spread of the Rot. &lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar survived the disease and spent his entire childhood in physical rehabilitation. He was unable to stand at all, and his condition was an open secret - the Hegemon S’kresti refused to let Not&#039;Zar socialize with anyone outside the castle courtiers. S’kresti was deeply ashamed at having a crippled son. When Not&#039;Zar was 13 he told his father than he wanted to stop rehabilitation because it wasn&#039;t working and he was still unable to walk. S’kresti dramatically pulled him out of his wheelchair and dangled Not&#039;zar out a castle window, telling Not&#039;Zar that if he ended the rehabilitation then he wouldn&#039;t have a cripple for a son. The incident made a fearful Not&#039;Zar continue the rehabilitation, and after years of more grueling rehabilitation he was able to walk once more when he was 15.&lt;br /&gt;
&lt;br /&gt;
While he was able to keep all of his limbs and regained the ability to walk with assistance from his cane, it&#039;s believed that his continued physical weaknesses from muscle damage and general weakness leave him unable to meet the standards of physical fitness to join the military and military academies that are traditional for Izweski to graduate. In addition, he is constantly battling aches from the weaknesses in his muscles and bones, needing oxycodone to get through a typical day.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar Izweski is extensively traveled, entering the core of human space for the first time when he was 16. Many close to the young Prince have said he indulges heavily in human and skrell cultures. In his Creative Writing Workshop at the university he created several illustrated fantasy stories which were popular with the human expats studying abroad on Moghes, which include &amp;quot;Mecha Battle on Luna&#039;s Torment&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
His true potential wasn&#039;t fully realized until the fateful events of May 6th, 2458. On that day his brother Yakt and his wife died in a shuttle crash. During the funeral Not&#039;Zar&#039;s father became inconsolable and eventually fell into a deep depression culminating into a coma. Legally Not&#039;Zar was now the heir, but a brother in-law, S&#039;linzar, quickly seized the moment and declared himself the Lord-Regent before Not&#039;Zar could seek his claim.&lt;br /&gt;
&lt;br /&gt;
The succession crisis split the Hegemony down the middle and Not&#039;Zar quickly had to maneuver the dangerous political climate. Not&#039;Zar had his immediate family quietly flee Moghes. Not&#039;Zar spent the rest of May navigating court intrigue and rallying support for his claim. He managed to retain an alliance with Lord-Admiral Trazarial Yizarus. Yizarus had the unique strength of commanding the HMV Cataclysm of the 1st Fleet; the most powerful warship in the Hegemony. Ickza attempted to purge the government of Not&#039;Zar loyalists but was unable to drive a wedge between the stubborn Trazarial despite declaring Trazarial a traitor and seizing all his assets on Moghes. These events lead to a dramatic stand-off in orbit of Moghes, as the loyalist 1st Fleet stared down the 2nd Fleet, commanded by Yizarus&#039; brother Azikyui.&lt;br /&gt;
&lt;br /&gt;
Through clever political posturing, Not&#039;Zar managed to hold onto his claims for long enough that he had secured enough allies to create a serious threat to the Ickza&#039;s power. Rather than risking a full blown civil war, Not&#039;Zar cleverly took advantage of S&#039;linzar&#039;s pride by calling him weak and challenging him to a duel. The proud S&#039;linzar agreed, and in a key mistake, allowed Not&#039;Zar to bring to battle &#039;whatever he could carry&#039;.&lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar took advantage of this by showing up to the duel in a combat mech before a large crowd of the Hegemony&#039;s most powerful nobles. The battle was short, with Not&#039;Zar draining S&#039;linzar&#039;s breacher suit and leaving his in-law helpless.&lt;br /&gt;
&lt;br /&gt;
S&#039;linzar surrendered and ceded his claims and titles, restoring the title of Lord-Regent to Not&#039;Zar.&lt;br /&gt;
&lt;br /&gt;
During his reign, Not&#039;Zar has shown an unwillingness to use force to resolve disputes. He is also openly critical of ancient Unathi customs and traditions, and his desire to trust in an inherent goodness in Unathi has made him come off as patronizing and naive. However, Not&#039;Zar is by no means as a coward. When the Maraziite Order besieged his family&#039;s personal castle in Skalamar, he stood firm and repelled several attempts by the inquisition to breach the gates. However, Not&#039;Zar&#039;s cool head prevailed as he forbade the city garrison from interfering, which he feared would have spilled out into open violence throughout the city.&lt;br /&gt;
&lt;br /&gt;
His negotiations with High Priest Unzi have directly lead to the Sk&#039;akh church being given legitimacy as a political force.&lt;br /&gt;
&lt;br /&gt;
Despite holding onto alliances with key supporters, Not&#039;Zar&#039;s position remains tenuous. The young nobleman is struggling to remain a moderate in a dangerous and polarized regime. He remains committed to giving Unathi a place in the galaxy and gain respect from the greater empires of the humans and skrell, but his moderate and progressive policies threaten to cause more instability and resentment from the nobility.&lt;br /&gt;
&lt;br /&gt;
=== Hizoni Razi, &#039;&#039;Izweski Spymaster&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[File:HizoniSpymaster.png|thumb|Hizoni Razi in her spymaster regalia, sporting a silver crown. She is known to flaunt her wealth often, and keeps an air of elegance around her.]]&lt;br /&gt;
&lt;br /&gt;
Hizoni was born 2440 on Ourea as the third daughter to Guildmaster Keicacu Razi, headmaster of the Merchants Guild and owner of Razi-Snax. As an azure she has been seen as the beauty of her clan, and gained the most attention - learning the ways of womens education from her mother and caretakers. After her teachings, she was put into diplomatic situations to defend the Merchants Guild from hostile subterfuge - and eventually found herself in a situation where she defended Not&#039;zar Izweski from an assassination attempt, slaying two would-be assassins and destroying the murder plot. Ever since then, Hizoni has found herself enjoying more and more time with the Hegemon Not&#039;zar Izweski. Hizoni&#039;s relationship to Not&#039;zar has been made public simply due to the fact Not&#039;zar has continued to use Hizoni&#039;s first name only whenever speaking of her, insighting a large amount of interest from bards and paparazzi.&lt;br /&gt;
&lt;br /&gt;
As &#039;&#039;&#039;spymaster&#039;&#039;&#039;, she has a web of female agents that act to defend the Hegemon and Hegemony from dishonorable subterfuge. Being women, they are not held to the same Warrior&#039;s Code as men, allowing them to act in their own best interests. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:HighPriestUnzi.jpg|thumb|left|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
=== Yizra Unzi, &#039;&#039;Exiled High Priest&#039;&#039; ===&lt;br /&gt;
Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malacious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
&lt;br /&gt;
The popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
&lt;br /&gt;
Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the &#039;&#039;&#039;Contact War&#039;&#039;&#039; outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
&lt;br /&gt;
The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approach him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
&lt;br /&gt;
The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
&lt;br /&gt;
So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the Hegemony. In its short existence it has arrested several hundred individuals and seized many tomes and documents that Mariziite authorities claim are evidence of cult involvement. &lt;br /&gt;
&lt;br /&gt;
Yizra has become single-minded in his goal to eradicate the threat of the occult from the Hegemony. His growing zeal and conviction has lead him to behave more ruthlessly, believing more and more in the ends justifying the means. He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
&lt;br /&gt;
For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot. &lt;br /&gt;
&lt;br /&gt;
The cult the Maraziites are fighting remains a vague enigma, and they aren&#039;t fully sure if it&#039;s a single movement or several. What scant physical evidence they gain from arrested cultists is written in a code that no one has been able to break, and no cultist has revealed secrets under interrogation. Though he hasn&#039;t admitted it to anyone except a few Chapter Masters of the Order, not even Yizra fully understands what they are fighting.&lt;br /&gt;
&lt;br /&gt;
[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]] &lt;br /&gt;
=== Vuthix Akhandi, &#039;&#039;Elder Shaman&#039;&#039; ===&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Unathi Religion|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
&lt;br /&gt;
Vuthix Akhandi was born in &#039;&#039;&#039;2405&#039;&#039;&#039; into the now extinct clan Slithiss, which resided in the once fertile lands east of Mudki.  He felt the calling to be a shaman at an early age, but his clan members did not hold high respect to him for the role was largely ceremonial and often more political token than a respected profession to the Slithiss clan.  He tried over several years to enact reforms within the clan, to increase spiritual idealism within, before finally growing frustrated with the lack of interest from his Clan&#039;s leaders.  Vuthix began casting what influence he had to travelers, and in his early twenties, received an invitation to join the Akhandi Order from a shaman on a pilgrimage through his home lands that he had the pleasure to speak to.  The decision to abandon his clan and renounce all title to it was not a difficult decision for Vuthix, and he formally renounced his affiliation with the Slithiss clan soon after, beginning his own pilgrimage to the mountain temple far to the southwest. There was no further significant contact between Vuthix and his former clan for the next four decades as he learned various teachings of the Akhanzi as an acolyte, then a shaman, and now an Elder Shaman.&lt;br /&gt;
&lt;br /&gt;
During the [[Contact War]] in &#039;&#039;&#039;2438&#039;&#039;&#039;, the lands of his youth suffered heavy bombardment from atomic weapons, and fearing his ancestors were dead, went out and found his childhood home was now a radioactive crater. He scoured the surrounding area, where he managed to find a group of survivors - and a nephew and niece - within the wreckage of a Sky Behemoth. He gave the survivors treatment and spiritual healing to help them survive the fallout, and gave them guidance and care as he led them back to his temple with in the mountains where they would be safe. The two remain the only living connection Vuthix has to his old clan name. Both of them have decided to take the title Akhandzi and join their uncle in the Order. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2459&#039;&#039;&#039;, the Maraziite Order enacted a major attack on all Akhanzi temples, burning thousands of years of ancient scrolls, texts, and teachings. This Iron Crusade forced many of the Elder Shamans to leave Moghes, with Vuthix saying, &amp;quot;They can not truly steal our ancestral home - for our ancestors are within us, not just on Moghes. Wherever we as Sinta go, our Ancestors follow - within our spirits.&amp;quot;&lt;br /&gt;
Vuthix then came to Tau Ceti with hundreds of other Shamans and hundreds more acolytes all holding as many scrolls as they could. Under the guidance of Vuthix, the Akhanzi Order has made a new spiritual temple and library in Mendell City where they teach any and all who ask to learn.&lt;br /&gt;
&lt;br /&gt;
[[File:Siakh.png|thumbnail|left|Portrait of Juzida Si&#039;akh in the middle of a firebrand sermon, circa 2457.]]&lt;br /&gt;
=== Juzida Si&#039;akh, &#039;&#039;Prophet of Flame&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Juzida was hatched &#039;&#039;&#039;Juzida Aizahi&#039;&#039;&#039; into a small family in 2409. His father ran their villages&#039; church and raised Juzida as an orthodox member of the faith. He was sent to the neighboring town of Ouairu for schooling in the small university there. He received a basic theological education and pursued a Doctorate in Sacred Theology with the intent of overseeing his village&#039;s church with his father. His studies ended on &#039;&#039;&#039;2437&#039;&#039;&#039; with the outbreak of the Contact War. His father died in the early stages of the war while acting as a Chaplain in the Izweski army. Juzida took on the mantle of Priest and struggled to maintain his small church as an unassuming, technically unqualified priest for those 2 years.&lt;br /&gt;
&lt;br /&gt;
It was shortly after his 30th birthday in the spring of &#039;&#039;&#039;2439&#039;&#039;&#039; that the &#039;&#039;&#039;Contact War&#039;&#039;&#039; went nuclear. His village received no prior warning. Juzida was in the basement of his church taking inventory when the ground began to shake and there was a sudden, unearthly roar that knocked him flat and caused sections of the basement to cave in. Juzida quickly left and emerged from his basement to a hellish landscape of brimstone and devastation. His entire village was completely gone and it was as if nothing had ever been there. In the distance Juzida saw the rising mushroom cloud heralding the apocalypse. It was here that Juzida fell to his knees and received divine revelation as Sk&#039;akh spoke to him directly. Sk&#039;akh told Juzida that the Unathi species had become too sinful and corrupted by evil and that the missiles streaking through the sky were the bringers of Judgement Day. Sk&#039;akh told him that everyone that died within the new few hours from the fires of atomic bombs would be cleansed of sin and join her in the afterlife, while all those left behind would be abandoned as Sk&#039;akh wrote off the Unathi species and condemed them to forever reincarnate on Moghes, trapped on the hell that they had created for themselves. Sk&#039;akh finally warned Juzida that she would only consider saving the species if they proved their worth by rebuilding and purifying Moghes, and that Juzida would be the &#039;&#039;&#039;Final Prophet&#039;&#039;&#039; to represent Sinta&#039;Unathi and prove to Sk&#039;akh that the species was worth saving.&lt;br /&gt;
&lt;br /&gt;
Juzida immediately abandoned his clan name and took on the last name &#039;&#039;&#039;Si&#039;akh&#039;&#039;&#039;, which loosely means &#039;&#039;&#039;Prophet&#039;&#039;&#039;. Juzida Si&#039;akh spent the rest of the Contact War wandering the wasteland, initially unsure about how to handle his monumental life goal. He watched as civilization collapsed in the face of the apocalypse, and how survivors and tattered remnants of the old kingdoms were fighting a desperate war of survival. His travels had him exposed to the greed, selfishness, and brutality consuming Sinta&#039;Unathi in the post-apocalyptic wasteland. But he also saw glimmers of charity and good deeds that cemented his hopes that his people could be redeemed in the eyes of Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
Taking these experiences Si&#039;akh preached his doctrine across the Wasteland. With the end of the world having happened, his message resonated well with the survivors who desperately looked for answers as to why Sk&#039;akh would allow this to happen. By &#039;&#039;&#039;2450&#039;&#039;&#039; his congregation was up to several thousand, and his entourage traveled the Wasteland with him, and it was from this point that Si&#039;akh began to deal with persecution from the Izweski, who chased him out of their lands wherever they found him.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2457&#039;&#039;&#039; Si&#039;akh had survived several asassination attempts, but coincidences (or divine intervention) had foiled all of them, and he claims it is because he is literally immortal and unable to be killed until his mission is complete. The same could not be said for his followers. The Followers of Si&#039;akh were violently persecuted, leading Si&#039;akh to form &#039;&#039;&#039;The Reavers of the Flame&#039;&#039;&#039;, an armed religious order tasked with defending the faithful and guarding pilgrimage routes from marauding bandits or Izweski incursions.&lt;br /&gt;
&lt;br /&gt;
Si&#039;akh is passionate, fiercely devoted to his beliefs, and unwavering in his committment to see the Sinta&#039;Unathi species redeemed. He is known to be extremely giving, immediately handing off any food or water given to him to someone more needy than he. His followers have periodically had to directly confront him and beg him to eat after he goes several days refusing to eat. And while he insists he is Sk&#039;akh, his single-minded mission to completely overthrow the traditional order of Unathi society has caused him to be branded a radical heretic. He has experienced so much prejudice and violence that he has become very radicalized and unwilling to consider deviating from his life mission.&lt;br /&gt;
&lt;br /&gt;
== The Grim Compact ==&lt;br /&gt;
&lt;br /&gt;
=== Tizma Aihagi ===&lt;br /&gt;
&lt;br /&gt;
Tizma Aihagi, born in &#039;&#039;&#039;2420&#039;&#039;&#039; to a minor noble Traditionalist family, now rules the [[Grim Compact]]. He was only 19 when the [[Contact War]] went atomic, forcing his Clan to flee into space. With many being slain in the attempt, what few relatives remained with him on a makeshift, damaged shuttlecraft were &#039;&#039;&#039;quickly boarded and captured&#039;&#039;&#039; by a first generation pirate vessel. His surviving Clan was sold into slavery but he himself remained a captive as his captors argued about the price he would fetch before they agreed to sell him after attacking a Frontier patrol corvette to secure weapons. &lt;br /&gt;
&lt;br /&gt;
Tizma realized that he would not survive, as his captors were naive, feckless, and did not have a background in warfare. One night before the raid he broke out of the cell and rushed to the Captain’s quarters with a crowbar in hand. He woke up the Captain to allow him to reach for his sword and rise before Tizma, who had been trained for battle by his Clan, deftly slew his enemy. &lt;br /&gt;
&lt;br /&gt;
He seized command of the ship and intimidated the crew into following him. &#039;&#039;&#039;He quickly went about turning his new crew into a hardened fighting force.&#039;&#039;&#039; After several months the ship had several small victories under its belt.&lt;br /&gt;
&lt;br /&gt;
Tizma spent the next decade slowly increasing his wealth and power, and the size of his fleet. His driving goal was to find his scattered clansmen and liberate them, and over the years he succeeded in this quest, bringing the surviving members of his Clan together with him on his ship by &#039;&#039;&#039;2454&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In August of &#039;&#039;&#039;2456&#039;&#039;&#039; his growing, rag-tag pirate fleet launched a surprise raid on a shipyard of the [[Frontier Alliance]], having infiltrated it with false visitor IDs the pirates went in unarmed but picked up weapons caches smuggled into maintenance. They stormed the docked cruiser while most of the crew was out on leave, forcefully ejecting it from the station and fleeing with it before a response could respond in force.&lt;br /&gt;
&lt;br /&gt;
With the strength of a cruiser and the prestige of the daring caper, &#039;&#039;&#039;Tizma’s fame and infamy rapidly spread.&#039;&#039;&#039; It was shortly after this that his armada took on the moniker Doom-Sails. Ships within the armada would be given decorative solar sails to be dramatically unfurled outside, or even within, battle. Carving out a small petty empire in the frontier, Tizma ruled several hundred trade routes with an iron fist.&lt;br /&gt;
&lt;br /&gt;
It was in &#039;&#039;&#039;2458&#039;&#039;&#039;, at 32, that he met &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Their fleets had been having skirmishes with one another at certain trade routes as their spheres of operations expanded. The two pirate lords arranged a face to face meeting. Tizma had heard only rumors about the &#039;&#039;&#039;Dread-Lady&#039;&#039;&#039;, and he went in not believing the stories that a woman could be so fearsome, dismissing them as fantasies. When they both entered a small, neutral mining outpost docking bay and he saw her he was immediately smitten at the sight of such a powerful woman. &lt;br /&gt;
&lt;br /&gt;
He transformed what was meant to be a discussion about how to carve up territory into a proposal for an &#039;&#039;&#039;alliance&#039;&#039;&#039;. Yizilna laughed him off originally, but he insisted on the benefits an alliance would bring, as well as declaring his desire to rule by her side. Yizilna was soon swayed, and the two formed the [[Grim Compact]].&lt;br /&gt;
&lt;br /&gt;
Alongside his co-ruler, &#039;&#039;&#039;Tizma rapidly consolidated the Compact’s power.&#039;&#039;&#039; In a joint operation, Tizma lead an attack on the Kaziti system in &#039;&#039;&#039;2459&#039;&#039;&#039;, rolling over the small rag-tag human and Unathi militia of the short lived and unremarkable Republic of Kaziti. Tizma, with his background in the nobility, laid down the foundation for the Compact’s feudal organization. However around this time was when &#039;&#039;&#039;Tizma’s envy&#039;&#039;&#039; began to manifest, and the first Great Spat occured, which directly lead to Yizilna defeating a Frontier Alliance fleet in the Battle of Yivari Prime, further driving Tizma’s burning envy.&lt;br /&gt;
&lt;br /&gt;
Tizma today is known as a measured and business-like Unathi, adherent to Sk’akh. He is generous to his men and magnamious to his victims, following the [[Star Code]] closely. He carries with him the sword he originally gained by killing the Captain that held him hostage decades ago. However he is a man struggling with envy and his temper, which often overtake him. He constantly seeks more power and influence. When times with Yizilna are calm, he is more than happy to operate protection rackets on traders without incident, but when his envy flares up he becomes frustrated with a lack of action and performs more and more daring feats of adventure and danger.&lt;br /&gt;
&lt;br /&gt;
=== Yizilna Mo’hi ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yizilna Mo’hi&#039;&#039;&#039;, hatched as Zobari Mo’hi in &#039;&#039;&#039;2422&#039;&#039;&#039;, was raised by a minor Sk’akh Clan that operated a small unchartered fishing guild south of the now-abandoned city of &#039;&#039;&#039;Da’kath&#039;&#039;&#039;. As a hatchling she had an independent and rambunctious fire, constantly getting into scraps with other hatchlings. Her father immediately saw the potential of a warrior within them, and praised her efforts. However the then-Zobari insisted that they had no interest in wives or courtship, wanting only battle. Annoyed, her father insisted that Yizilna frequently meet with the local Sk’akh priest, of whom continued to press Yizilna to fulfill their duty to the clan. It was here that Yizilna first privately disclosed to him that she had a turmoil between her soul and the vessel of her body. When the priest began admonishing her for wanting to go off to battle as a woman, she falsely recanted, unwilling to lose the potential of glory.&lt;br /&gt;
&lt;br /&gt;
The growing chaos and tension across Moghes from the arrival of humanity had their father fear for the future of the Clan and so he wanted all of his sons to know how to fight. Yizilna was sent  to become an apprentice under &#039;&#039;&#039;Zoboz Tza&#039;&#039;&#039;, a warrior of renown who lived in &#039;&#039;&#039;Da’kath&#039;&#039;&#039;. Thus in &#039;&#039;&#039;2437&#039;&#039;&#039;, at &#039;&#039;&#039;15&#039;&#039;&#039;, they began training. After only a year, the [[Contact War]] broke out, and Tza took the young Yizilna with them to one of the many battles raging across Moghes.&lt;br /&gt;
&lt;br /&gt;
Zoboz insisted that Yizilna was not ready to fight when they came to their first battle, in a large farmland south-east of &#039;&#039;&#039;Bahard&#039;&#039;&#039;. Yizilnai was left to observe at one of the Coalition’s camps on a hill that overlooked the front line. She watched the Coalition levys, numbered in the tens of thousand, engage in battle. Hegemonic breacher suits fired with their exotic, alien laser weaponry during the Coalition charge, killing thousands as she just watched.&lt;br /&gt;
&lt;br /&gt;
Eagerness overtook her and she abandoned her post, she stole a Threshbeast and rushed to join the battle in simple steel armor. By the time she had reached the front line it had transformed into a brutal, desperate slog at close quarters. She picked up an energy halberd from a fallen Hegemonic warrior and joined the melee. Fighting well at first she was soon overwhelmed and was disarmed. She was saved from a finishing blow by Zobaz, who slew her attacker and reluctantly fought alongside her. The battle was ultimately a pyrrhic victory for the Coalition. Zobaz admitted that she fought well, but admonished her for disobeying him.&lt;br /&gt;
&lt;br /&gt;
Having taken a serious blow to her dominant arm, she was sent back to her Clan to coalesce until she could wield a weapon properly again. Filled with a new sense of pride and confidence after her first battle, she declared before her clan the true nature of her soul, and she abandoned her old name to take on &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Her clan, knowing she was sincere, immediately admonished her for entering into a man’s field of warrior-hood, and demanded that she abandon these pursuits to take on the role of a domestic servant to be prepared to be wed to a wealthier guild family. They took away her weapon and armor, and forbid her from leaving the grounds. She became angry and resentful, believing she more than proved herself. This resentment grew worse as she continued to hear news about the war, while she was trapped cooking and cleaning around the house.&lt;br /&gt;
&lt;br /&gt;
The sudden atomic hellfire that swept across Moghes came to her when the city of Da’kath was suddenly &#039;&#039;&#039;obliterated in the middle of the night by an atomic bomb&#039;&#039;&#039;, and her Clan was forced to flee, leaving nearly everything behind. They were one of the first to reach the &#039;&#039;&#039;Untouched Lands&#039;&#039;&#039; after a week of travel, and filtered through the confused and panicked Hegemonic patrols and guard stations to enter Skalamar proper, with several members being separated. With all of the fear that the entire world was facing an encroaching apocalypse they desperately sought passage on one of the many shuttles taking people off-world. At one of the Skalamar shuttleports Yizilna became separated from her Clan in a stampede that forced her into a departing shuttle with hundreds of other strangers.&lt;br /&gt;
&lt;br /&gt;
This shuttle was quickly poached in-system by one of the countless pirates that were taking advantage of the mass exodus, and all of the passengers were taken prisoner. Yizilna was forced into a servant role with other Unathi prisoners, forced to cater to their human captors. After a year of being held prisoner, on &#039;&#039;&#039;2440&#039;&#039;&#039; she staged a &#039;&#039;&#039;slave uprising&#039;&#039;&#039; with the other captors. This uprising was brutally put down, and in their anger the pirate crew took the surviving captives to the Malefaction and sold them all into servitude.&lt;br /&gt;
&lt;br /&gt;
Yizilna was purchased by one of the slavemasters of the &#039;&#039;&#039;Malefaction&#039;&#039;&#039; station and once again found herself performing menial duties. Here she endured her servitude for the next seven years. But she was determined to fight back, and spent this time secretly training and plotting with other slaves, engaging in small acts of sabotage and drilling them in forgotten maintenance tunnels using the few lessons she learned from Zobaz, and stolen textbooks on battle doctrine.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2447&#039;&#039;&#039;, at &#039;&#039;&#039;25&#039;&#039;&#039;, she staged a slave revolt on the station. This time it was successful. Yizilna had &#039;&#039;&#039;every slaver beheaded&#039;&#039;&#039;, then offered the rest of the pirates amnesty in exchange for serving her.&lt;br /&gt;
&lt;br /&gt;
Now in charge of a dilapidated retrofitted former space prison and a rag-tag fleet of freed slaves and intimidated pirates with questionable loyalty, Yizilna immediately declared to them all that the next goal was to take over the galaxy.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2452&#039;&#039;&#039; she had grown in infamy after revealing two retrofitted &#039;&#039;&#039;Hephaestus&#039;&#039;&#039; Promethean super-freighters in the Malefaction shipyard. With the cargo holds torn out and replaced with weapons mounts and additional armor packed onto the front, these new Hammerheads became fearsome, lumbering beasts that could devastate almost any contemporary vessel in a ramming action. The group, with their aggressive bravado, went as far as to name themselves the &#039;&#039;&#039;Steel-Spirits&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Their exploits finally frayed the patience of the [[Frontier Alliance]], with nearby member states assembling a fleet to destroy the Malefaction and Yizilna. On the day of their arrival into the system, the Malefaction revealed its secret, and evaded their attack.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2458&#039;&#039;&#039;, at &#039;&#039;&#039;36&#039;&#039;&#039;, Yizilna met &#039;&#039;&#039;Tizma&#039;&#039;&#039;. Frustrated at the sudden encroachment on her territory, she agreed to a meeting, intent on scaring him away. She was surprised at the sudden declaration of love and offer for an alliance by this stranger. In her career Yizilna had encountered men who either resented her or feared her; this was the first man to be so bold as to make an advance. Confused at first, she was soon swayed by his arguments about the strength their armadas could possess if they united. She was also eager to see if this strange man would meet her expectations.&lt;br /&gt;
&lt;br /&gt;
So the two formed the [[Grim Compact]], and combined themselves into a single armada. They moved the Malefaction to the &#039;&#039;&#039;Kaziti system&#039;&#039;&#039;, overwhelming the defenders and creating a new base of operations. With the new power and wealth provided by the Compact, she could take on more daring operations.&lt;br /&gt;
&lt;br /&gt;
Yizilna soon started to feel the deep envy Tizma felt at her accomplishments. She was reminded about the humiliation the demands her Clan had put on her, and she delighted in eggingion the envy. She felt as if she was getting back at her clan by projecting them onto Tizma. When the first &#039;&#039;&#039;Great Spat&#039;&#039;&#039; occurred, she relished the chance to assert her accomplishments and out-do Tizma. She took her entire armada and goaded a Frontier Alliance fleet twice her size into battle, and miraculously defeated it using the same tactics as before, in what is now called the &#039;&#039;&#039;Battle of Yivari Prime&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Yizilna today is known as a harsh and crass woman that offends the sensibilities of traditional Unathi for her behavior and actions. She follows the [[Star Code]] with near resentment, and makes exceptions for captured slavers, who she has a standing order to have beheaded whenever captured. She has no interest in her old clan, and makes no effort to find them. She seeks power at the expense of everything else, and some have argued that she only uses the Compact to further this goal. She is constantly seeking excitement in battle, and attracts like-minded individuals, leading to her Steel-Spirits’ reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=16270</id>
		<title>Notable Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=16270"/>
		<updated>2020-08-26T01:46:56Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Contemporary */ Adds Hizoni Razi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[Ouerea]]. &lt;br /&gt;
&lt;br /&gt;
==Myths and Legends==&lt;br /&gt;
The majority of Unathi legends follow the feats of individuals and their impact on the world. They stress the importance and abilities of single individuals, and carry with them moral lessons that tend to reinforce Unathi cultural ideas.&lt;br /&gt;
&lt;br /&gt;
=== Kazani: the First Guwandi ===&lt;br /&gt;
&lt;br /&gt;
Kazani Guwandi, born &#039;&#039;&#039;Kazani Kaxedun&#039;&#039;&#039;, is an ancient figure who is believed to have been born sometime between &#039;&#039;&#039;300 BCE to 20 CE&#039;&#039;&#039;. Born before the Sarakus Hegemony, he was the first of two sons of a small noble family that ruled over the village of Kutah. He was raised as the heir to his Clan’s lands and spent his youth in a comfortable life in luxury. Coming into his teenage years he began to fall subject to fits of rage, often exploding on people and physically attacking them for even the smallest provocation and earning a reputation as a brutal person. His father sent him to be trained as a warrior in the hopes of giving him an outlet for his anger. He was trained for years as his instructors tried to bring discipline to the Prince. During training he would fly into a berserk rage and maul his sparring partners. After nearly killing one of them, his father finally just sent him off with the army to fight their Clan’s enemies in the constant battles they fought to defend their lands.&lt;br /&gt;
&lt;br /&gt;
Kazani became a feared warrior within just a few years. He would work himself up into a frenzy before battle, gnashing his teeth and screaming at the enemy. He was known to charge without orders, smashing into the enemy lines and hacking away at them with his sword and bashing them with his shield. He quickly rose to command the Kaxedun army in his &#039;&#039;&#039;late 20’s&#039;&#039;&#039;, and always personally lead from the front line and was the first to make contact with the enemy. Under his leadership and with his seemingly unstoppable strength the Kaxedun clan quickly expanded and seized much surrounding territory. By the time Kazani inherited the role of Clan-Leader once his father died, &#039;&#039;&#039;he was barely in his 30’s&#039;&#039;&#039;. Despite his prestige and power however, he was never offered a wife as all Clans knew of his violent ways and refused to allow their daughters to be put at risk at the hands of such a savage person.&lt;br /&gt;
&lt;br /&gt;
His brother, Trazli Kaxedun, one day came to his brother and demanded that he be given half of the Clan’s lands to govern himself. Trazli had no lands of his own, and had grown jealous of his older brother. This set Kazani into a rage and he attacked his brother immediately, killing him on the spot.&lt;br /&gt;
&lt;br /&gt;
When the rage subsided, Kazani looked on the body of his brother and realized what he had done. He dropped to his knees and wept for the Ancestors to forgive him.&lt;br /&gt;
&lt;br /&gt;
He soon abandoned his Clan, renouncing all of his titles and possessions. He wandered off into the wilderness, taking on the name Guwandi, which loosely means ‘clanless gladiator’. He travelled the globe, looking to die in battle to redeem himself. With each duel he fought, he hurled himself into it intent to win. He knew that if he simply meekly accepted death that he would never redeem himself for his fratricide. Kazani spent years trying to die in battle. For an entire decade he walked Moghes, slaying foe after foe. He grew increasingly desperate, provoking entire bandit parties, town militias, and even whole armies to face him in the field, alone. Each time he fought viciously’, often over entire days without rest, his sword never dry.&lt;br /&gt;
&lt;br /&gt;
By the time he was &#039;&#039;&#039;40 years old&#039;&#039;&#039; and reaching the twilight of his life, he looked back upon his many conquests and uncountable victories, and wept. Kazani was cursed to be unbeatable, and knew he would never find peace or redeem himself before the Ancestors. &lt;br /&gt;
&lt;br /&gt;
One day Kazani came before a wandering shaman in the unknown wilds. Kazani was desperate for a fight, and fell to his knees before him. Kazani explained his curse and begged the shaman to lift it so he could die in battle. The shaman listened intently and finally asked what Kazani would to have done with his remains when he died. Kazani said he wanted to be buried at his Clan’s former estate next to his brother. The shaman agreed, and said he would lift Kazani’s curse if Kazani would fight him to the death.&lt;br /&gt;
&lt;br /&gt;
Kazani, despite knowing the shaman would surely die, was desperate enough to accept. When they began the duel, Kazani hurled himself at the shaman. But the shaman deftly dodged out of the way and struck Kazani in the back of the head with his walking staff. Kazani fell forwards and hit his head on a rocky outcropping, killing him instantly.&lt;br /&gt;
&lt;br /&gt;
Slain by one of the High Elders of the Akhanzi order, Kazani was finally found to have died in battle and his sins redeemed. He was reunited with his brother and the Ancestors and they joined Sk’akh to live in the eternal afterlife.&lt;br /&gt;
&lt;br /&gt;
===Tryazali Kres&#039;ha&#039;nor===&lt;br /&gt;
&lt;br /&gt;
Tryazali was born in 949 CE to a minor noble family in what is modern day Baandr. He is credited in Unathi myth as founding the first Hegemony. Information about Trizarki comes from the epic The First Prince and the Night Queen written 1572-1602 CE. According to the epic, when Tryazali was 26 he became separated from his hunting party out in the mountains. He wandered for five days and five nights, unable to find food, water, or shelter. As he was about to die of exposure he was saved by a mysterious tribe of all-female warriors. After he had been nursed back to health by three of the tribe&#039;s healers he was taken to meet with their queen, who styled herself The Empress Of Night. She was a ruthless and cunning leader with an azure-colored hide and pure white eyes who claimed to possess magical abilities and a strong spiritual connection to the ancestors. She had been known to lead her tribe of warriors on various raids of the neighboring cities and keep her village hidden in the deep forests in the mountains. After her talks with Tryazali, she demanded that he repay the debt he owed them for saving his life. She tasked him with the rescue of her eldest daughter, who had been kidnapped by a nobleman in S&#039;th. The Queen promised many blessings for the safe return of her child Raz&#039;ha, but warned Tryazali that should he deviate or try to escape from his debt, she would place a curse on him that would doom him and his clan for as long as they tread upon Moghes. &lt;br /&gt;
&lt;br /&gt;
Tryazali eventually learned the whereabouts of the princess, who was being held as a slave to the Lord of S&#039;th, Taraz Jy&#039;haza, keeping her as an exotic curiosity due to the color of her hide, which was a rich azure color. Tryazali would later storm the Lord Taraz&#039;s castle and demanded a duel for ownership of Raz&#039;ha. Lord Taraz rebuffed him and sent out his own soldiers, but one by one they fell before the skilled Prince. Eventually Lord Taraz accepted the challenge after overhearing whispers of cowardice amongst his court. According to the epic the resulting duel lasted two entire days before Prince Trazali slew Lord Taraz. Victorious, Tryazali then proclaimed himself the new Lord of S&#039;th, liberating the city and freeing Raz&#039;ha. Before returning her to her mother, the two ended up falling in love, and she elected to remain with Tryazali, becoming queen of S&#039;th and taking the name Kres&#039;ha&#039;nor with her mother&#039;s blessing. Tryazali expanded the influence of S&#039;th and eventually created the First Hegemony. He died at the age of 53, in the year 1002 CE. The Kres&#039;ha&#039;nor Hegemony after him continued to grow and dominate most of Moghes.&lt;br /&gt;
&lt;br /&gt;
===Shizarsa Ksi&#039;ka===&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka is believed to have been born in &#039;&#039;&#039;1632 CE&#039;&#039;&#039; to the leaders of a small tribe outside Darakath. She was bethrothed to a hunter from another village but even from a young age she resented this fact. She is known to have been a wild child, picking fights with other children. When she was 17, before the planned wedding day, she fled her village with her father&#039;s sword and crossbow. Outraged, her betrothed, Karask, sent several expeditions after her to arrest and return her. Ksi&#039;ka managed to wound a hunter sent after her with her crossbow but her inexperience with combat lead her to being quickly disarmed and arrested. As she was being escorted back her group was ambushed by bandits and she was kidnapped yet again. Shizarsa was held as a captive of the bandits, who forced her to cook, clean, and otherwise act as a maid for their enclave. According to legend she struck a friendship with one of the bandits and he agreed to train her to defend herself.&lt;br /&gt;
&lt;br /&gt;
When she was 27 Ksi&#039;ka killed the leader of the bandits and began leading the men herself. She became an infamous bandit, harassing traveling merchants. One day she even attacked Karask&#039;s village, killing him and freeing a woman he had taken as another wife in her place.&lt;br /&gt;
&lt;br /&gt;
Her fame and power grew until she controlled a small petty kingdom that surrounded Darakath and with dozens of kills under her belt. Fearing the barbarians ravaging the countryside Lord of the city sent out his eldest son, Gri&#039;zarsuth, to lead 48 of the city&#039;s soldiers to find the bandit enclave and destroy it.&lt;br /&gt;
&lt;br /&gt;
Eventually Gri&#039;zarsuth and his men managed to ambush Ksi&#039;ka&#039;s camp and slew or captured the majority of her men. According to legend Ksi&#039;ka managed to kill four men and was the last one standing. Gri&#039;zarsuth managed to knock her out by hitting her in the head with the flat of his sword.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka was considered a wild savage by everyone in the city when she was dragged to the dungeons in chains, but Gri&#039;zarsuth fell in love with her. He begged his father four times to spare her, and four times he refused. The day before her execution Gri&#039;zarsuth begged again, saying that he could civilize Ksi&#039;ka. Finally his father relented on the condition that he be able to civilize Gri&#039;zarsuth within a year.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka&#039;s wild spirit was reigned in by Gri&#039;zarsuth over the following year, and the barbarian savage was transformed into a proper princess. At the end of the year she was brought before Gri&#039;zarsuth&#039;s father, who marveled at the change a man could bring such a wild woman. She was allowed to live, and eventually married Gri&#039;zarsuth.&lt;br /&gt;
&lt;br /&gt;
== The Contact War ==&lt;br /&gt;
&lt;br /&gt;
===Don&#039;zai Azarak===&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai Azarak was born on 2408 CE in the former city of Darakath, the capital of the Azarak Kingdom, which also briefly served as the capital of the Traditionalist Coalition during its existence. His parents, King Yuiz Azarak and Queen Kwina Azarak, gave him two siblings, both of which were sisters, and his family all followed the Tha&#039;kh faith.&lt;br /&gt;
&lt;br /&gt;
Prince Azarak received extensive education from a young age, showing promise and charisma. When he was 16 he was sent to the University of Darakath to become an Apprentice for the Guildmaster of the university, where he also received his education. While attending university he would be bethrothed to his future wife, Princess Wei&#039;za from the northern kingdom of Izgwani, and they would marry when they were both 20, in 2428.&lt;br /&gt;
&lt;br /&gt;
They had two hatchlings six months after the marriage ceremony, giving Don&#039;zai two children; the male Don&#039;ziki and female Yuiza. Don&#039;zai immediately fell in love with his children and became famous for his elaborate and lavish displays of affection. Using his influence as Prince and heir of the Kingdom he managed to persuade the University of Darakath to rename two new campus buildings after his children. He also spent excessive funds on having the baby rooms renovated with elaborate decorations and furnishing, famously including a small fountain in his son&#039;s room and hydroponic trays growing a variety of colorful, exotic plants in his daughter&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai&#039;s father died when he was 24, in 2432, and Don&#039;zai was crowned King. Though he professed a desire to continue his studies and delegate matters of state to his staff, the unprecedented event of alien life visiting Moghes forced him to take a leave of absence from his studies and take on official duties as King.&lt;br /&gt;
&lt;br /&gt;
The human and Skrell expedition that made contact with Moghes in 2433 was done in the Izweski Nation, which was the world&#039;s sole superpower and Hegemony.&lt;br /&gt;
&lt;br /&gt;
Knowing they had the only functioning spaceports and access to the greater galaxy, Don&#039;zai sent repeated requests to the Izweski to have an Azarak representative sent to humanity and the skrell to speak for his Kingdom but each time he was rebuffed, with the Izweski taking on a patronizing and condescending attitude to his Kingdom.&lt;br /&gt;
&lt;br /&gt;
Azarak called a summit of all world leaders in late Versakh (April relative) of 2433. The summit took place in Tisxaclas, the capital of his allies, the Izgwani, where he gave his infamous speech and single-handily managed to become a global icon and the poster boy of the anti-Izweski bloc.&lt;br /&gt;
&lt;br /&gt;
During the global crisis that had erupted after the Izweski had colonized Ourea, in which humanity and the skrell had practically taken charge of, Don&#039;zai Azarak was one of the leading figures that would come to found the Traditionalist Coalition. He personally served in the conflict, becoming an artilleryman in the Azarak 1st Retinue, his family&#039;s private levee. Images of him manning an artillery cannon in active battle were turned into propaganda pieces and he became known as the King on the Battlefield.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not known if Azarak approved a nuclear weapons program or even authorized the deployment of their use, but following the atomic attack on Da&#039;ha&#039;den on September 5th, 2439 and the following nuclear exchange his whereabouts became unknown as the 1st Retinue was hit by an Izweski atomic bomb while stationed outside Res&#039;karum. Originally the Retinue had been warned about the impending attack and were attempting to retreat away from the military base and disperse into the countryside.&lt;br /&gt;
&lt;br /&gt;
King Don&#039;zai Azarak spent the week on a journey back to Darakath, facing incredible danger as command and control began to collapse across the planet. He became separated from his retinue and was forced to travel alone, most of his travel spent on foot.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai managed to make it back to Dakarath, which had been spared from atomic attack by virtue of its defenses. However his journey saw him afflicted with severe radiation poisoning, and he spent the remaining duration of the Contact War too weak to be effective, effectively bedridden.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai refused all medical treatment, forbidding a doctor to enter the grounds. When his wife tearfully begged him to let the doctor in to provide anti-radiation treatment, he is quoted to have said, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will die in in my own home on my own terms. I refuse to die at the axe of the Izweski.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai died of severe radiation poisoning on 2441. In his final lucid moments, his final words are said to have been,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Care for our children, Wei&#039;za.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Contemporary ==&lt;br /&gt;
&lt;br /&gt;
=== Not&#039;zar Izweski, &#039;&#039;Izweski Hegemon&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Not&#039;Zar.png|thumbnail|Portrait of Not&#039;Zar Izweski, circa 2458.]]&lt;br /&gt;
&lt;br /&gt;
At 22 as of 2460, Not&#039;zar is the second oldest child to the Hegemon and his First Wife. He become the new Heir to the Hegemony after the death of his brother in a shuttle crash in may of 2458. Not&#039;zar Izweski chose to seek an education in Sinta&#039;studies (Unathi Humanities) and pursued a bachelors in Sinta&#039;Philosophy in the University of S&#039;th before his duties as Lord-Regent forced him to suspend his studies. &lt;br /&gt;
&lt;br /&gt;
As an infant he was struck with The Rot, a deadly viral infection passed from breeds of Moghean birds that almost claimed his life as an infant. The next 5 years were spent on a hospital bed as a sickly child barely clinging to life. The Rot causes Unathi scales and even the rest of the hide to rot and fall off, leaving open wounds and necrotic tissue while it also harms muscle growth while weakening tendons. Every day specialized surgeons had to remove more and more infected tissue to contain the spread of the Rot. &lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar survived the disease and spent his entire childhood in physical rehabilitation. He was unable to stand at all, and his condition was an open secret - the Hegemon S’kresti refused to let Not&#039;Zar socialize with anyone outside the castle courtiers. S’kresti was deeply ashamed at having a crippled son. When Not&#039;Zar was 13 he told his father than he wanted to stop rehabilitation because it wasn&#039;t working and he was still unable to walk. S’kresti dramatically pulled him out of his wheelchair and dangled Not&#039;zar out a castle window, telling Not&#039;Zar that if he ended the rehabilitation then he wouldn&#039;t have a cripple for a son. The incident made a fearful Not&#039;Zar continue the rehabilitation, and after years of more grueling rehabilitation he was able to walk once more when he was 15.&lt;br /&gt;
&lt;br /&gt;
While he was able to keep all of his limbs and regained the ability to walk with assistance from his cane, it&#039;s believed that his continued physical weaknesses from muscle damage and general weakness leave him unable to meet the standards of physical fitness to join the military and military academies that are traditional for Izweski to graduate. In addition, he is constantly battling aches from the weaknesses in his muscles and bones, needing oxycodone to get through a typical day.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar Izweski is extensively traveled, entering the core of human space for the first time when he was 16. Many close to the young Prince have said he indulges heavily in human and skrell cultures. In his Creative Writing Workshop at the university he created several illustrated fantasy stories which were popular with the human expats studying abroad on Moghes, which include &amp;quot;Mecha Battle on Luna&#039;s Torment&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
His true potential wasn&#039;t fully realized until the fateful events of May 6th, 2458. On that day his brother Yakt and his wife died in a shuttle crash. During the funeral Not&#039;Zar&#039;s father became inconsolable and eventually fell into a deep depression culminating into a coma. Legally Not&#039;Zar was now the heir, but a brother in-law, S&#039;linzar, quickly seized the moment and declared himself the Lord-Regent before Not&#039;Zar could seek his claim.&lt;br /&gt;
&lt;br /&gt;
The succession crisis split the Hegemony down the middle and Not&#039;Zar quickly had to maneuver the dangerous political climate. Not&#039;Zar had his immediate family quietly flee Moghes. Not&#039;Zar spent the rest of May navigating court intrigue and rallying support for his claim. He managed to retain an alliance with Lord-Admiral Trazarial Yizarus. Yizarus had the unique strength of commanding the HMV Cataclysm of the 1st Fleet; the most powerful warship in the Hegemony. Ickza attempted to purge the government of Not&#039;Zar loyalists but was unable to drive a wedge between the stubborn Trazarial despite declaring Trazarial a traitor and seizing all his assets on Moghes. These events lead to a dramatic stand-off in orbit of Moghes, as the loyalist 1st Fleet stared down the 2nd Fleet, commanded by Yizarus&#039; brother Azikyui.&lt;br /&gt;
&lt;br /&gt;
Through clever political posturing, Not&#039;Zar managed to hold onto his claims for long enough that he had secured enough allies to create a serious threat to the Ickza&#039;s power. Rather than risking a full blown civil war, Not&#039;Zar cleverly took advantage of S&#039;linzar&#039;s pride by calling him weak and challenging him to a duel. The proud S&#039;linzar agreed, and in a key mistake, allowed Not&#039;Zar to bring to battle &#039;whatever he could carry&#039;.&lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar took advantage of this by showing up to the duel in a combat mech before a large crowd of the Hegemony&#039;s most powerful nobles. The battle was short, with Not&#039;Zar draining S&#039;linzar&#039;s breacher suit and leaving his in-law helpless.&lt;br /&gt;
&lt;br /&gt;
S&#039;linzar surrendered and ceded his claims and titles, restoring the title of Lord-Regent to Not&#039;Zar.&lt;br /&gt;
&lt;br /&gt;
During his reign, Not&#039;Zar has shown an unwillingness to use force to resolve disputes. He is also openly critical of ancient Unathi customs and traditions, and his desire to trust in an inherent goodness in Unathi has made him come off as patronizing and naive. However, Not&#039;Zar is by no means as a coward. When the Maraziite Order besieged his family&#039;s personal castle in Skalamar, he stood firm and repelled several attempts by the inquisition to breach the gates. However, Not&#039;Zar&#039;s cool head prevailed as he forbade the city garrison from interfering, which he feared would have spilled out into open violence throughout the city.&lt;br /&gt;
&lt;br /&gt;
His negotiations with High Priest Unzi have directly lead to the Sk&#039;akh church being given legitimacy as a political force.&lt;br /&gt;
&lt;br /&gt;
Despite holding onto alliances with key supporters, Not&#039;Zar&#039;s position remains tenuous. The young nobleman is struggling to remain a moderate in a dangerous and polarized regime. He remains committed to giving Unathi a place in the galaxy and gain respect from the greater empires of the humans and skrell, but his moderate and progressive policies threaten to cause more instability and resentment from the nobility.&lt;br /&gt;
&lt;br /&gt;
=== Hizoni Razi, &#039;&#039;Izweski Spymaster&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[File:HizoniSpymaster.png|thumb|Hizoni Razi in her spymaster regalia, sporting a silver crown. She is known to flaunt her wealth often, and keeps an air of elegance around her.]]&lt;br /&gt;
&lt;br /&gt;
Hizoni was born 2440 on Ourea as the third daughter to Guildmaster Keicacu Razi, headmaster of the Merchants Guild and owner of Razi-Snax. As an azure she has been seen as the beauty of her clan, and gained the most attention - learning the ways of womens education from her mother and caretakers. After her teachings, she was put into diplomatic situations to defend the Merchants Guild from hostile subterfuge - and eventually found herself in a situation where she defended Not&#039;zar Izweski from an assassination attempt, slaying two would-be assassins and destroying the murder plot. Ever since then, Hizoni has found herself enjoying more and more time with the Hegemon Not&#039;zar Izweski. Hizoni&#039;s relationship to Not&#039;zar has been made public simply due to the fact Not&#039;zar has continued to use Hizoni&#039;s first name only whenever speaking of her, insighting a large amount of interest from bards and paparazzi.&lt;br /&gt;
&lt;br /&gt;
As &#039;&#039;&#039;spymaster&#039;&#039;&#039;, she has a web of female agents that act to defend the Hegemon and Hegemony from dishonorable subterfuge. Being women, they are not held to the same Warrior&#039;s Code as men, allowing them to act in their own best interests. &lt;br /&gt;
&lt;br /&gt;
=== Yizra Unzi, &#039;&#039;Exiled High Priest&#039;&#039; ===&lt;br /&gt;
[[File:HighPriestUnzi.jpg|thumb|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
&lt;br /&gt;
Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malacious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
&lt;br /&gt;
The popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
&lt;br /&gt;
Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the &#039;&#039;&#039;Contact War&#039;&#039;&#039; outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
&lt;br /&gt;
The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approach him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
&lt;br /&gt;
The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
&lt;br /&gt;
So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the Hegemony. In its short existence it has arrested several hundred individuals and seized many tomes and documents that Mariziite authorities claim are evidence of cult involvement. &lt;br /&gt;
&lt;br /&gt;
Yizra has become single-minded in his goal to eradicate the threat of the occult from the Hegemony. His growing zeal and conviction has lead him to behave more ruthlessly, believing more and more in the ends justifying the means. He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
&lt;br /&gt;
For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot. &lt;br /&gt;
&lt;br /&gt;
The cult the Maraziites are fighting remains a vague enigma, and they aren&#039;t fully sure if it&#039;s a single movement or several. What scant physical evidence they gain from arrested cultists is written in a code that no one has been able to break, and no cultist has revealed secrets under interrogation. Though he hasn&#039;t admitted it to anyone except a few Chapter Masters of the Order, not even Yizra fully understands what they are fighting.&lt;br /&gt;
=== Vuthix Akhandi, &#039;&#039;Elder Shaman&#039;&#039; ===&lt;br /&gt;
[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]]&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Unathi Religion|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
&lt;br /&gt;
Vuthix Akhandi was born in &#039;&#039;&#039;2405&#039;&#039;&#039; into the now extinct clan Slithiss, which resided in the once fertile lands east of Mudki.  He felt the calling to be a shaman at an early age, but his clan members did not hold high respect to him for the role was largely ceremonial and often more political token than a respected profession to the Slithiss clan.  He tried over several years to enact reforms within the clan, to increase spiritual idealism within, before finally growing frustrated with the lack of interest from his Clan&#039;s leaders.  Vuthix began casting what influence he had to travelers, and in his early twenties, received an invitation to join the Akhandi Order from a shaman on a pilgrimage through his home lands that he had the pleasure to speak to.  The decision to abandon his clan and renounce all title to it was not a difficult decision for Vuthix, and he formally renounced his affiliation with the Slithiss clan soon after, beginning his own pilgrimage to the mountain temple far to the southwest. There was no further significant contact between Vuthix and his former clan for the next four decades as he learned various teachings of the Akhanzi as an acolyte, then a shaman, and now an Elder Shaman.&lt;br /&gt;
&lt;br /&gt;
During the [[Contact War]] in &#039;&#039;&#039;2438&#039;&#039;&#039;, the lands of his youth suffered heavy bombardment from atomic weapons, and fearing his ancestors were dead, went out and found his childhood home was now a radioactive crater. He scoured the surrounding area, where he managed to find a group of survivors - and a nephew and niece - within the wreckage of a Sky Behemoth. He gave the survivors treatment and spiritual healing to help them survive the fallout, and gave them guidance and care as he led them back to his temple with in the mountains where they would be safe. The two remain the only living connection Vuthix has to his old clan name. Both of them have decided to take the title Akhandzi and join their uncle in the Order. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2459&#039;&#039;&#039;, the Maraziite Order enacted a major attack on all Akhanzi temples, burning thousands of years of ancient scrolls, texts, and teachings. This Iron Crusade forced many of the Elder Shamans to leave Moghes, with Vuthix saying, &amp;quot;They can not truly steal our ancestral home - for our ancestors are within us, not just on Moghes. Wherever we as Sinta go, our Ancestors follow - within our spirits.&amp;quot;&lt;br /&gt;
Vuthix then came to Tau Ceti with hundreds of other Shamans and hundreds more acolytes all holding as many scrolls as they could. Under the guidance of Vuthix, the Akhanzi Order has made a new spiritual temple and library in Mendell City where they teach any and all who ask to learn.&lt;br /&gt;
&lt;br /&gt;
=== Juzida Si&#039;akh, &#039;&#039;Prophet of Flame&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Juzida was hatched &#039;&#039;&#039;Juzida Aizahi&#039;&#039;&#039; into a small family in 2409. His father ran their villages&#039; church and raised Juzida as an orthodox member of the faith. He was sent to the neighboring town of Ouairu for schooling in the small university there. He received a basic theological education and pursued a Doctorate in Sacred Theology with the intent of overseeing his village&#039;s church with his father. His studies ended on &#039;&#039;&#039;2437&#039;&#039;&#039; with the outbreak of the Contact War. His father died in the early stages of the war while acting as a Chaplain in the Izweski army. Juzida took on the mantle of Priest and struggled to maintain his small church as an unassuming, technically unqualified priest for those 2 years.&lt;br /&gt;
&lt;br /&gt;
It was shortly after his 30th birthday in the spring of &#039;&#039;&#039;2439&#039;&#039;&#039; that the &#039;&#039;&#039;Contact War&#039;&#039;&#039; went nuclear. His village received no prior warning. Juzida was in the basement of his church taking inventory when the ground began to shake and there was a sudden, unearthly roar that knocked him flat and caused sections of the basement to cave in. Juzida quickly left and emerged from his basement to a hellish landscape of brimstone and devastation. His entire village was completely gone and it was as if nothing had ever been there. In the distance Juzida saw the rising mushroom cloud heralding the apocalypse. It was here that Juzida fell to his knees and received divine revelation as Sk&#039;akh spoke to him directly. Sk&#039;akh told Juzida that the Unathi species had become too sinful and corrupted by evil and that the missiles streaking through the sky were the bringers of Judgement Day. Sk&#039;akh told him that everyone that died within the new few hours from the fires of atomic bombs would be cleansed of sin and join her in the afterlife, while all those left behind would be abandoned as Sk&#039;akh wrote off the Unathi species and condemed them to forever reincarnate on Moghes, trapped on the hell that they had created for themselves. Sk&#039;akh finally warned Juzida that she would only consider saving the species if they proved their worth by rebuilding and purifying Moghes, and that Juzida would be the &#039;&#039;&#039;Final Prophet&#039;&#039;&#039; to represent Sinta&#039;Unathi and prove to Sk&#039;akh that the species was worth saving.&lt;br /&gt;
&lt;br /&gt;
[[File:Siakh.png|thumbnail|Portrait of Juzida Si&#039;akh in the middle of a firebrand sermon, circa 2457.]]&lt;br /&gt;
&lt;br /&gt;
Juzida immediately abandoned his clan name and took on the last name &#039;&#039;&#039;Si&#039;akh&#039;&#039;&#039;, which loosely means &#039;&#039;&#039;Prophet&#039;&#039;&#039;. Juzida Si&#039;akh spent the rest of the Contact War wandering the wasteland, initially unsure about how to handle his monumental life goal. He watched as civilization collapsed in the face of the apocalypse, and how survivors and tattered remnants of the old kingdoms were fighting a desperate war of survival. His travels had him exposed to the greed, selfishness, and brutality consuming Sinta&#039;Unathi in the post-apocalyptic wasteland. But he also saw glimmers of charity and good deeds that cemented his hopes that his people could be redeemed in the eyes of Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
Taking these experiences Si&#039;akh preached his doctrine across the Wasteland. With the end of the world having happened, his message resonated well with the survivors who desperately looked for answers as to why Sk&#039;akh would allow this to happen. By &#039;&#039;&#039;2450&#039;&#039;&#039; his congregation was up to several thousand, and his entourage traveled the Wasteland with him, and it was from this point that Si&#039;akh began to deal with persecution from the Izweski, who chased him out of their lands wherever they found him.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2457&#039;&#039;&#039; Si&#039;akh had survived several asassination attempts, but coincidences (or divine intervention) had foiled all of them, and he claims it is because he is literally immortal and unable to be killed until his mission is complete. The same could not be said for his followers. The Followers of Si&#039;akh were violently persecuted, leading Si&#039;akh to form &#039;&#039;&#039;The Reavers of the Flame&#039;&#039;&#039;, an armed religious order tasked with defending the faithful and guarding pilgrimage routes from marauding bandits or Izweski incursions.&lt;br /&gt;
&lt;br /&gt;
Si&#039;akh is passionate, fiercely devoted to his beliefs, and unwavering in his committment to see the Sinta&#039;Unathi species redeemed. He is known to be extremely giving, immediately handing off any food or water given to him to someone more needy than he. His followers have periodically had to directly confront him and beg him to eat after he goes several days refusing to eat. And while he insists he is Sk&#039;akh, his single-minded mission to completely overthrow the traditional order of Unathi society has caused him to be branded a radical heretic. He has experienced so much prejudice and violence that he has become very radicalized and unwilling to consider deviating from his life mission.&lt;br /&gt;
&lt;br /&gt;
== The Grim Compact ==&lt;br /&gt;
&lt;br /&gt;
=== Tizma Aihagi ===&lt;br /&gt;
&lt;br /&gt;
Tizma Aihagi, born in &#039;&#039;&#039;2420&#039;&#039;&#039; to a minor noble Traditionalist family, now rules the [[Grim Compact]]. He was only 19 when the [[Contact War]] went atomic, forcing his Clan to flee into space. With many being slain in the attempt, what few relatives remained with him on a makeshift, damaged shuttlecraft were &#039;&#039;&#039;quickly boarded and captured&#039;&#039;&#039; by a first generation pirate vessel. His surviving Clan was sold into slavery but he himself remained a captive as his captors argued about the price he would fetch before they agreed to sell him after attacking a Frontier patrol corvette to secure weapons. &lt;br /&gt;
&lt;br /&gt;
Tizma realized that he would not survive, as his captors were naive, feckless, and did not have a background in warfare. One night before the raid he broke out of the cell and rushed to the Captain’s quarters with a crowbar in hand. He woke up the Captain to allow him to reach for his sword and rise before Tizma, who had been trained for battle by his Clan, deftly slew his enemy. &lt;br /&gt;
&lt;br /&gt;
He seized command of the ship and intimidated the crew into following him. &#039;&#039;&#039;He quickly went about turning his new crew into a hardened fighting force.&#039;&#039;&#039; After several months the ship had several small victories under its belt.&lt;br /&gt;
&lt;br /&gt;
Tizma spent the next decade slowly increasing his wealth and power, and the size of his fleet. His driving goal was to find his scattered clansmen and liberate them, and over the years he succeeded in this quest, bringing the surviving members of his Clan together with him on his ship by &#039;&#039;&#039;2454&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In August of &#039;&#039;&#039;2456&#039;&#039;&#039; his growing, rag-tag pirate fleet launched a surprise raid on a shipyard of the [[Frontier Alliance]], having infiltrated it with false visitor IDs the pirates went in unarmed but picked up weapons caches smuggled into maintenance. They stormed the docked cruiser while most of the crew was out on leave, forcefully ejecting it from the station and fleeing with it before a response could respond in force.&lt;br /&gt;
&lt;br /&gt;
With the strength of a cruiser and the prestige of the daring caper, &#039;&#039;&#039;Tizma’s fame and infamy rapidly spread.&#039;&#039;&#039; It was shortly after this that his armada took on the moniker Doom-Sails. Ships within the armada would be given decorative solar sails to be dramatically unfurled outside, or even within, battle. Carving out a small petty empire in the frontier, Tizma ruled several hundred trade routes with an iron fist.&lt;br /&gt;
&lt;br /&gt;
It was in &#039;&#039;&#039;2458&#039;&#039;&#039;, at 32, that he met &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Their fleets had been having skirmishes with one another at certain trade routes as their spheres of operations expanded. The two pirate lords arranged a face to face meeting. Tizma had heard only rumors about the &#039;&#039;&#039;Dread-Lady&#039;&#039;&#039;, and he went in not believing the stories that a woman could be so fearsome, dismissing them as fantasies. When they both entered a small, neutral mining outpost docking bay and he saw her he was immediately smitten at the sight of such a powerful woman. &lt;br /&gt;
&lt;br /&gt;
He transformed what was meant to be a discussion about how to carve up territory into a proposal for an &#039;&#039;&#039;alliance&#039;&#039;&#039;. Yizilna laughed him off originally, but he insisted on the benefits an alliance would bring, as well as declaring his desire to rule by her side. Yizilna was soon swayed, and the two formed the [[Grim Compact]].&lt;br /&gt;
&lt;br /&gt;
Alongside his co-ruler, &#039;&#039;&#039;Tizma rapidly consolidated the Compact’s power.&#039;&#039;&#039; In a joint operation, Tizma lead an attack on the Kaziti system in &#039;&#039;&#039;2459&#039;&#039;&#039;, rolling over the small rag-tag human and Unathi militia of the short lived and unremarkable Republic of Kaziti. Tizma, with his background in the nobility, laid down the foundation for the Compact’s feudal organization. However around this time was when &#039;&#039;&#039;Tizma’s envy&#039;&#039;&#039; began to manifest, and the first Great Spat occured, which directly lead to Yizilna defeating a Frontier Alliance fleet in the Battle of Yivari Prime, further driving Tizma’s burning envy.&lt;br /&gt;
&lt;br /&gt;
Tizma today is known as a measured and business-like Unathi, adherent to Sk’akh. He is generous to his men and magnamious to his victims, following the [[Star Code]] closely. He carries with him the sword he originally gained by killing the Captain that held him hostage decades ago. However he is a man struggling with envy and his temper, which often overtake him. He constantly seeks more power and influence. When times with Yizilna are calm, he is more than happy to operate protection rackets on traders without incident, but when his envy flares up he becomes frustrated with a lack of action and performs more and more daring feats of adventure and danger.&lt;br /&gt;
&lt;br /&gt;
=== Yizilna Mo’hi ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yizilna Mo’hi&#039;&#039;&#039;, hatched as Zobari Mo’hi in &#039;&#039;&#039;2422&#039;&#039;&#039;, was raised by a minor Sk’akh Clan that operated a small unchartered fishing guild south of the now-abandoned city of &#039;&#039;&#039;Da’kath&#039;&#039;&#039;. As a hatchling she had an independent and rambunctious fire, constantly getting into scraps with other hatchlings. Her father immediately saw the potential of a warrior within them, and praised her efforts. However the then-Zobari insisted that they had no interest in wives or courtship, wanting only battle. Annoyed, her father insisted that Yizilna frequently meet with the local Sk’akh priest, of whom continued to press Yizilna to fulfill their duty to the clan. It was here that Yizilna first privately disclosed to him that she had a turmoil between her soul and the vessel of her body. When the priest began admonishing her for wanting to go off to battle as a woman, she falsely recanted, unwilling to lose the potential of glory.&lt;br /&gt;
&lt;br /&gt;
The growing chaos and tension across Moghes from the arrival of humanity had their father fear for the future of the Clan and so he wanted all of his sons to know how to fight. Yizilna was sent  to become an apprentice under &#039;&#039;&#039;Zoboz Tza&#039;&#039;&#039;, a warrior of renown who lived in &#039;&#039;&#039;Da’kath&#039;&#039;&#039;. Thus in &#039;&#039;&#039;2437&#039;&#039;&#039;, at &#039;&#039;&#039;15&#039;&#039;&#039;, they began training. After only a year, the [[Contact War]] broke out, and Tza took the young Yizilna with them to one of the many battles raging across Moghes.&lt;br /&gt;
&lt;br /&gt;
Zoboz insisted that Yizilna was not ready to fight when they came to their first battle, in a large farmland south-east of &#039;&#039;&#039;Bahard&#039;&#039;&#039;. Yizilnai was left to observe at one of the Coalition’s camps on a hill that overlooked the front line. She watched the Coalition levys, numbered in the tens of thousand, engage in battle. Hegemonic breacher suits fired with their exotic, alien laser weaponry during the Coalition charge, killing thousands as she just watched.&lt;br /&gt;
&lt;br /&gt;
Eagerness overtook her and she abandoned her post, she stole a Threshbeast and rushed to join the battle in simple steel armor. By the time she had reached the front line it had transformed into a brutal, desperate slog at close quarters. She picked up an energy halberd from a fallen Hegemonic warrior and joined the melee. Fighting well at first she was soon overwhelmed and was disarmed. She was saved from a finishing blow by Zobaz, who slew her attacker and reluctantly fought alongside her. The battle was ultimately a pyrrhic victory for the Coalition. Zobaz admitted that she fought well, but admonished her for disobeying him.&lt;br /&gt;
&lt;br /&gt;
Having taken a serious blow to her dominant arm, she was sent back to her Clan to coalesce until she could wield a weapon properly again. Filled with a new sense of pride and confidence after her first battle, she declared before her clan the true nature of her soul, and she abandoned her old name to take on &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Her clan, knowing she was sincere, immediately admonished her for entering into a man’s field of warrior-hood, and demanded that she abandon these pursuits to take on the role of a domestic servant to be prepared to be wed to a wealthier guild family. They took away her weapon and armor, and forbid her from leaving the grounds. She became angry and resentful, believing she more than proved herself. This resentment grew worse as she continued to hear news about the war, while she was trapped cooking and cleaning around the house.&lt;br /&gt;
&lt;br /&gt;
The sudden atomic hellfire that swept across Moghes came to her when the city of Da’kath was suddenly &#039;&#039;&#039;obliterated in the middle of the night by an atomic bomb&#039;&#039;&#039;, and her Clan was forced to flee, leaving nearly everything behind. They were one of the first to reach the &#039;&#039;&#039;Untouched Lands&#039;&#039;&#039; after a week of travel, and filtered through the confused and panicked Hegemonic patrols and guard stations to enter Skalamar proper, with several members being separated. With all of the fear that the entire world was facing an encroaching apocalypse they desperately sought passage on one of the many shuttles taking people off-world. At one of the Skalamar shuttleports Yizilna became separated from her Clan in a stampede that forced her into a departing shuttle with hundreds of other strangers.&lt;br /&gt;
&lt;br /&gt;
This shuttle was quickly poached in-system by one of the countless pirates that were taking advantage of the mass exodus, and all of the passengers were taken prisoner. Yizilna was forced into a servant role with other Unathi prisoners, forced to cater to their human captors. After a year of being held prisoner, on &#039;&#039;&#039;2440&#039;&#039;&#039; she staged a &#039;&#039;&#039;slave uprising&#039;&#039;&#039; with the other captors. This uprising was brutally put down, and in their anger the pirate crew took the surviving captives to the Malefaction and sold them all into servitude.&lt;br /&gt;
&lt;br /&gt;
Yizilna was purchased by one of the slavemasters of the &#039;&#039;&#039;Malefaction&#039;&#039;&#039; station and once again found herself performing menial duties. Here she endured her servitude for the next seven years. But she was determined to fight back, and spent this time secretly training and plotting with other slaves, engaging in small acts of sabotage and drilling them in forgotten maintenance tunnels using the few lessons she learned from Zobaz, and stolen textbooks on battle doctrine.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2447&#039;&#039;&#039;, at &#039;&#039;&#039;25&#039;&#039;&#039;, she staged a slave revolt on the station. This time it was successful. Yizilna had &#039;&#039;&#039;every slaver beheaded&#039;&#039;&#039;, then offered the rest of the pirates amnesty in exchange for serving her.&lt;br /&gt;
&lt;br /&gt;
Now in charge of a dilapidated retrofitted former space prison and a rag-tag fleet of freed slaves and intimidated pirates with questionable loyalty, Yizilna immediately declared to them all that the next goal was to take over the galaxy.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2452&#039;&#039;&#039; she had grown in infamy after revealing two retrofitted &#039;&#039;&#039;Hephaestus&#039;&#039;&#039; Promethean super-freighters in the Malefaction shipyard. With the cargo holds torn out and replaced with weapons mounts and additional armor packed onto the front, these new Hammerheads became fearsome, lumbering beasts that could devastate almost any contemporary vessel in a ramming action. The group, with their aggressive bravado, went as far as to name themselves the &#039;&#039;&#039;Steel-Spirits&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Their exploits finally frayed the patience of the [[Frontier Alliance]], with nearby member states assembling a fleet to destroy the Malefaction and Yizilna. On the day of their arrival into the system, the Malefaction revealed its secret, and evaded their attack.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2458&#039;&#039;&#039;, at &#039;&#039;&#039;36&#039;&#039;&#039;, Yizilna met &#039;&#039;&#039;Tizma&#039;&#039;&#039;. Frustrated at the sudden encroachment on her territory, she agreed to a meeting, intent on scaring him away. She was surprised at the sudden declaration of love and offer for an alliance by this stranger. In her career Yizilna had encountered men who either resented her or feared her; this was the first man to be so bold as to make an advance. Confused at first, she was soon swayed by his arguments about the strength their armadas could possess if they united. She was also eager to see if this strange man would meet her expectations.&lt;br /&gt;
&lt;br /&gt;
So the two formed the [[Grim Compact]], and combined themselves into a single armada. They moved the Malefaction to the &#039;&#039;&#039;Kaziti system&#039;&#039;&#039;, overwhelming the defenders and creating a new base of operations. With the new power and wealth provided by the Compact, she could take on more daring operations.&lt;br /&gt;
&lt;br /&gt;
Yizilna soon started to feel the deep envy Tizma felt at her accomplishments. She was reminded about the humiliation the demands her Clan had put on her, and she delighted in eggingion the envy. She felt as if she was getting back at her clan by projecting them onto Tizma. When the first &#039;&#039;&#039;Great Spat&#039;&#039;&#039; occurred, she relished the chance to assert her accomplishments and out-do Tizma. She took her entire armada and goaded a Frontier Alliance fleet twice her size into battle, and miraculously defeated it using the same tactics as before, in what is now called the &#039;&#039;&#039;Battle of Yivari Prime&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Yizilna today is known as a harsh and crass woman that offends the sensibilities of traditional Unathi for her behavior and actions. She follows the [[Star Code]] with near resentment, and makes exceptions for captured slavers, who she has a standing order to have beheaded whenever captured. She has no interest in her old clan, and makes no effort to find them. She seeks power at the expense of everything else, and some have argued that she only uses the Compact to further this goal. She is constantly seeking excitement in battle, and attracts like-minded individuals, leading to her Steel-Spirits’ reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=File:HizoniSpymaster.png&amp;diff=16269</id>
		<title>File:HizoniSpymaster.png</title>
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		<updated>2020-08-26T00:44:15Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: &lt;/p&gt;
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		<title>Moghes</title>
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		<updated>2020-07-19T21:23:48Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* The Southlands */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
&lt;br /&gt;
==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
&lt;br /&gt;
A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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====The Wasteland====&lt;br /&gt;
The Wasteland suffers from extreme fluctuations from the standard seasons. The Wasteland typically has average temperatures of 40 - 48°C near the equator with the highest recorded temperature being 52°C during Versakh, and these record temperatures plummet to -56.7 - 0°C in the northern and southern hemispheres. The majority of the Wasteland near the equator remains near 0 - 10°C during Kasavakh and rarely goes above freezing during Travakh, remaining near -12°C at average. Due to a lack of vegetation or topsoil the Wasteland also suffers from massive sandstorms. Wind speeds typically reach 92 km/h (57 mp/h). Unathi can only survive in temperatures -10°C to 42°C without suffering damage, which makes the Wasteland incredibly difficult to survive without specialized equipment.&lt;br /&gt;
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==Flora and Fauna==&lt;br /&gt;
Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
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Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15- to 25 miles before needing to stop.&lt;br /&gt;
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===Siro (Shrieker)===&lt;br /&gt;
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The &#039;&#039;&#039;Siro&#039;&#039;&#039;, or &#039;&#039;&#039;Shrieker&#039;&#039;&#039; is one of the few remaining mammals alive that have not been effected negatively by the spreading Wastelands. Resembling a large bat with a huge ramming snout, they are almost completely blind except for their use of echolocation. Shriekers use two large wings to fly up into the air, then divebomb using two of the smaller wings to angle, and ram their blunt snouts into the prey to attempt to knock them unconscious and tear pieces of flesh off. While divebombing, they often make a shrieking noise to locate their prey with echolocation. Parents often arm their children with clubs and helmets when they leave the house, and some Unathi even make games of beating these large bats out of the sky. &lt;br /&gt;
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Siro have inspired Unathi engineers and scientists in many ways, from the wing design of the [[Unathi_Military_Structure#Sky_Behemoth|Izweski Behemoths]] to the ramming tactic often used in navy and space battles. They&#039;re also often one of the few good sources of meat for a Wastelander or hungry Unathi, although they often hold diseases.&lt;br /&gt;
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===Hegeranzi (Warmount)===&lt;br /&gt;
&lt;br /&gt;
Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
[[File:MoghesBiomes- Copy.png|thumb|A map of pre-War Moghes with the biomes defined. Moghes had varied ecosystems that were lost due to the atomic war.]]&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
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The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039; &#039;&#039;(Quarterstaff)&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039; &#039;&#039;(Spearwhip)&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; &#039;&#039;(Unarmed)&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; &#039;&#039;(Trident)&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;Skalamar&#039;&#039;&#039;, ruled by the brash and loyal &#039;&#039;&#039;Trikzara Sirax&#039;&#039;&#039; &#039;&#039;(Golden Halberd)&#039;&#039;, brother to Clanmother Izwesk, is the capital of the Hegemony. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it. It has a super-majority of Sk&#039;akh faithful and is the heartland of the faith.&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039; &#039;&#039;(Energy Sabre)&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039; &#039;&#039;(Sends a Champion)&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039; &#039;&#039;(Bribery)&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039; &#039;&#039;(Arbalest)&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039; &#039;&#039;(Sends a Champion)&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid &#039;&#039;&#039;Lord Ki&#039;mokiz&#039;&#039;&#039; &#039;&#039;(Gunshield)&#039;&#039;. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039; &#039;&#039;(Cutlass, Dagger, Charisma)&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039; &#039;&#039;(???)&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority. It is rumored to have been cursed by Lord Korhar&#039;s ancestral line. All that have gone against him have died or have been crippled through means unknown.&lt;br /&gt;
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*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039; &#039;&#039;(Energy pistol, Sword)&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039; &#039;&#039;(Unarmed, Breacher Suit)&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
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=== The Broken Coalition ===&lt;br /&gt;
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*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039; &#039;&#039;(Laser Rifle)&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039; &#039;&#039;(Ornate Ivory Greatsword)&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; &#039;&#039;(Gemstones, Kindness)&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
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== The Wasteland Regions ==&lt;br /&gt;
&lt;br /&gt;
There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=15962</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=15962"/>
		<updated>2020-07-19T21:18:44Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* The Broken Coalition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
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A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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====The Wasteland====&lt;br /&gt;
The Wasteland suffers from extreme fluctuations from the standard seasons. The Wasteland typically has average temperatures of 40 - 48°C near the equator with the highest recorded temperature being 52°C during Versakh, and these record temperatures plummet to -56.7 - 0°C in the northern and southern hemispheres. The majority of the Wasteland near the equator remains near 0 - 10°C during Kasavakh and rarely goes above freezing during Travakh, remaining near -12°C at average. Due to a lack of vegetation or topsoil the Wasteland also suffers from massive sandstorms. Wind speeds typically reach 92 km/h (57 mp/h). Unathi can only survive in temperatures -10°C to 42°C without suffering damage, which makes the Wasteland incredibly difficult to survive without specialized equipment.&lt;br /&gt;
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==Flora and Fauna==&lt;br /&gt;
Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
&lt;br /&gt;
Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15- to 25 miles before needing to stop.&lt;br /&gt;
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===Siro (Shrieker)===&lt;br /&gt;
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The &#039;&#039;&#039;Siro&#039;&#039;&#039;, or &#039;&#039;&#039;Shrieker&#039;&#039;&#039; is one of the few remaining mammals alive that have not been effected negatively by the spreading Wastelands. Resembling a large bat with a huge ramming snout, they are almost completely blind except for their use of echolocation. Shriekers use two large wings to fly up into the air, then divebomb using two of the smaller wings to angle, and ram their blunt snouts into the prey to attempt to knock them unconscious and tear pieces of flesh off. While divebombing, they often make a shrieking noise to locate their prey with echolocation. Parents often arm their children with clubs and helmets when they leave the house, and some Unathi even make games of beating these large bats out of the sky. &lt;br /&gt;
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Siro have inspired Unathi engineers and scientists in many ways, from the wing design of the [[Unathi_Military_Structure#Sky_Behemoth|Izweski Behemoths]] to the ramming tactic often used in navy and space battles. They&#039;re also often one of the few good sources of meat for a Wastelander or hungry Unathi, although they often hold diseases.&lt;br /&gt;
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===Hegeranzi (Warmount)===&lt;br /&gt;
&lt;br /&gt;
Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
[[File:MoghesBiomes- Copy.png|thumb|A map of pre-War Moghes with the biomes defined. Moghes had varied ecosystems that were lost due to the atomic war.]]&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
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The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039; &#039;&#039;(Quarterstaff)&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039; &#039;&#039;(Spearwhip)&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; &#039;&#039;(Unarmed)&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; &#039;&#039;(Trident)&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;Skalamar&#039;&#039;&#039;, ruled by the brash and loyal &#039;&#039;&#039;Trikzara Sirax&#039;&#039;&#039; &#039;&#039;(Golden Halberd)&#039;&#039;, brother to Clanmother Izwesk, is the capital of the Hegemony. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it. It has a super-majority of Sk&#039;akh faithful and is the heartland of the faith.&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039; &#039;&#039;(Energy Sabre)&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039; &#039;&#039;(Sends a Champion)&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039; &#039;&#039;(Bribery)&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039; &#039;&#039;(Arbalest)&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid &#039;&#039;&#039;Lord Ki&#039;mokiz&#039;&#039;&#039;. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039; &#039;&#039;(???)&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority. It is rumored to have been cursed by Lord Korhar&#039;s ancestral line. All that have gone against him have died or have been crippled through means unknown.&lt;br /&gt;
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*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039; &#039;&#039;(Energy pistol, Sword)&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039; &#039;&#039;(Unarmed, Breacher Suit)&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
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=== The Broken Coalition ===&lt;br /&gt;
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*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039; &#039;&#039;(Laser Rifle)&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039; &#039;&#039;(Ornate Ivory Greatsword)&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; &#039;&#039;(Gemstones, Kindness)&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
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== The Wasteland Regions ==&lt;br /&gt;
&lt;br /&gt;
There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=15961</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=15961"/>
		<updated>2020-07-19T21:07:08Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* The Oasis&amp;#039; of the Wasteland */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
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A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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====The Wasteland====&lt;br /&gt;
The Wasteland suffers from extreme fluctuations from the standard seasons. The Wasteland typically has average temperatures of 40 - 48°C near the equator with the highest recorded temperature being 52°C during Versakh, and these record temperatures plummet to -56.7 - 0°C in the northern and southern hemispheres. The majority of the Wasteland near the equator remains near 0 - 10°C during Kasavakh and rarely goes above freezing during Travakh, remaining near -12°C at average. Due to a lack of vegetation or topsoil the Wasteland also suffers from massive sandstorms. Wind speeds typically reach 92 km/h (57 mp/h). Unathi can only survive in temperatures -10°C to 42°C without suffering damage, which makes the Wasteland incredibly difficult to survive without specialized equipment.&lt;br /&gt;
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==Flora and Fauna==&lt;br /&gt;
Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
&lt;br /&gt;
Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15- to 25 miles before needing to stop.&lt;br /&gt;
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===Siro (Shrieker)===&lt;br /&gt;
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The &#039;&#039;&#039;Siro&#039;&#039;&#039;, or &#039;&#039;&#039;Shrieker&#039;&#039;&#039; is one of the few remaining mammals alive that have not been effected negatively by the spreading Wastelands. Resembling a large bat with a huge ramming snout, they are almost completely blind except for their use of echolocation. Shriekers use two large wings to fly up into the air, then divebomb using two of the smaller wings to angle, and ram their blunt snouts into the prey to attempt to knock them unconscious and tear pieces of flesh off. While divebombing, they often make a shrieking noise to locate their prey with echolocation. Parents often arm their children with clubs and helmets when they leave the house, and some Unathi even make games of beating these large bats out of the sky. &lt;br /&gt;
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Siro have inspired Unathi engineers and scientists in many ways, from the wing design of the [[Unathi_Military_Structure#Sky_Behemoth|Izweski Behemoths]] to the ramming tactic often used in navy and space battles. They&#039;re also often one of the few good sources of meat for a Wastelander or hungry Unathi, although they often hold diseases.&lt;br /&gt;
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===Hegeranzi (Warmount)===&lt;br /&gt;
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Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
[[File:MoghesBiomes- Copy.png|thumb|A map of pre-War Moghes with the biomes defined. Moghes had varied ecosystems that were lost due to the atomic war.]]&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
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The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039; &#039;&#039;(Quarterstaff)&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039; &#039;&#039;(Spearwhip)&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; &#039;&#039;(Unarmed)&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; &#039;&#039;(Trident)&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;Skalamar&#039;&#039;&#039;, ruled by the brash and loyal &#039;&#039;&#039;Trikzara Sirax&#039;&#039;&#039; &#039;&#039;(Golden Halberd)&#039;&#039;, brother to Clanmother Izwesk, is the capital of the Hegemony. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it. It has a super-majority of Sk&#039;akh faithful and is the heartland of the faith.&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039; &#039;&#039;(Energy Sabre)&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039; &#039;&#039;(Sends a Champion)&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039; &#039;&#039;(Bribery)&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039; &#039;&#039;(Arbalest)&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid &#039;&#039;&#039;Lord Ki&#039;mokiz&#039;&#039;&#039;. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039; &#039;&#039;(???)&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority. It is rumored to have been cursed by Lord Korhar&#039;s ancestral line. All that have gone against him have died or have been crippled through means unknown.&lt;br /&gt;
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*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039; &#039;&#039;(Energy pistol, Sword)&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039; &#039;&#039;(Unarmed, Breacher Suit)&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
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=== The Broken Coalition ===&lt;br /&gt;
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*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
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== The Wasteland Regions ==&lt;br /&gt;
&lt;br /&gt;
There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=15960</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=15960"/>
		<updated>2020-07-19T21:05:22Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* The Oasis&amp;#039; of the Wasteland */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
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A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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====The Wasteland====&lt;br /&gt;
The Wasteland suffers from extreme fluctuations from the standard seasons. The Wasteland typically has average temperatures of 40 - 48°C near the equator with the highest recorded temperature being 52°C during Versakh, and these record temperatures plummet to -56.7 - 0°C in the northern and southern hemispheres. The majority of the Wasteland near the equator remains near 0 - 10°C during Kasavakh and rarely goes above freezing during Travakh, remaining near -12°C at average. Due to a lack of vegetation or topsoil the Wasteland also suffers from massive sandstorms. Wind speeds typically reach 92 km/h (57 mp/h). Unathi can only survive in temperatures -10°C to 42°C without suffering damage, which makes the Wasteland incredibly difficult to survive without specialized equipment.&lt;br /&gt;
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==Flora and Fauna==&lt;br /&gt;
Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
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Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15- to 25 miles before needing to stop.&lt;br /&gt;
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===Siro (Shrieker)===&lt;br /&gt;
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The &#039;&#039;&#039;Siro&#039;&#039;&#039;, or &#039;&#039;&#039;Shrieker&#039;&#039;&#039; is one of the few remaining mammals alive that have not been effected negatively by the spreading Wastelands. Resembling a large bat with a huge ramming snout, they are almost completely blind except for their use of echolocation. Shriekers use two large wings to fly up into the air, then divebomb using two of the smaller wings to angle, and ram their blunt snouts into the prey to attempt to knock them unconscious and tear pieces of flesh off. While divebombing, they often make a shrieking noise to locate their prey with echolocation. Parents often arm their children with clubs and helmets when they leave the house, and some Unathi even make games of beating these large bats out of the sky. &lt;br /&gt;
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Siro have inspired Unathi engineers and scientists in many ways, from the wing design of the [[Unathi_Military_Structure#Sky_Behemoth|Izweski Behemoths]] to the ramming tactic often used in navy and space battles. They&#039;re also often one of the few good sources of meat for a Wastelander or hungry Unathi, although they often hold diseases.&lt;br /&gt;
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===Hegeranzi (Warmount)===&lt;br /&gt;
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Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
[[File:MoghesBiomes- Copy.png|thumb|A map of pre-War Moghes with the biomes defined. Moghes had varied ecosystems that were lost due to the atomic war.]]&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
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The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039; &#039;&#039;(Quarterstaff)&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039; &#039;&#039;(Spearwhip)&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; &#039;&#039;(Unarmed)&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; &#039;&#039;(Trident)&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;Skalamar&#039;&#039;&#039;, ruled by the brash and loyal &#039;&#039;&#039;Trikzara Sirax&#039;&#039;&#039; &#039;&#039;(Golden Halberd)&#039;&#039;, brother to Clanmother Izwesk, is the capital of the Hegemony. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it. It has a super-majority of Sk&#039;akh faithful and is the heartland of the faith.&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039; &#039;&#039;(Energy Sabre)&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039; &#039;&#039;(Sends a Champion)&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039; &#039;&#039;(Bribery)&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039; &#039;&#039;(Arbalest)&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid &#039;&#039;&#039;Lord Ki&#039;mokiz&#039;&#039;&#039;. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039; &#039;&#039;(???The city is believed to be cursed by Lord Korhar&#039;s ancestral line???)&#039;&#039;  The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
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*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039; &#039;&#039;(Energy pistol, Sword)&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039; &#039;&#039;(Unarmed, Breacher Suit)&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
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=== The Broken Coalition ===&lt;br /&gt;
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*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
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== The Wasteland Regions ==&lt;br /&gt;
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There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=15959</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=15959"/>
		<updated>2020-07-19T20:52:13Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* The Untouched Lands */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
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A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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====The Wasteland====&lt;br /&gt;
The Wasteland suffers from extreme fluctuations from the standard seasons. The Wasteland typically has average temperatures of 40 - 48°C near the equator with the highest recorded temperature being 52°C during Versakh, and these record temperatures plummet to -56.7 - 0°C in the northern and southern hemispheres. The majority of the Wasteland near the equator remains near 0 - 10°C during Kasavakh and rarely goes above freezing during Travakh, remaining near -12°C at average. Due to a lack of vegetation or topsoil the Wasteland also suffers from massive sandstorms. Wind speeds typically reach 92 km/h (57 mp/h). Unathi can only survive in temperatures -10°C to 42°C without suffering damage, which makes the Wasteland incredibly difficult to survive without specialized equipment.&lt;br /&gt;
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==Flora and Fauna==&lt;br /&gt;
Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
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Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15- to 25 miles before needing to stop.&lt;br /&gt;
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===Siro (Shrieker)===&lt;br /&gt;
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The &#039;&#039;&#039;Siro&#039;&#039;&#039;, or &#039;&#039;&#039;Shrieker&#039;&#039;&#039; is one of the few remaining mammals alive that have not been effected negatively by the spreading Wastelands. Resembling a large bat with a huge ramming snout, they are almost completely blind except for their use of echolocation. Shriekers use two large wings to fly up into the air, then divebomb using two of the smaller wings to angle, and ram their blunt snouts into the prey to attempt to knock them unconscious and tear pieces of flesh off. While divebombing, they often make a shrieking noise to locate their prey with echolocation. Parents often arm their children with clubs and helmets when they leave the house, and some Unathi even make games of beating these large bats out of the sky. &lt;br /&gt;
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Siro have inspired Unathi engineers and scientists in many ways, from the wing design of the [[Unathi_Military_Structure#Sky_Behemoth|Izweski Behemoths]] to the ramming tactic often used in navy and space battles. They&#039;re also often one of the few good sources of meat for a Wastelander or hungry Unathi, although they often hold diseases.&lt;br /&gt;
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===Hegeranzi (Warmount)===&lt;br /&gt;
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Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
[[File:MoghesBiomes- Copy.png|thumb|A map of pre-War Moghes with the biomes defined. Moghes had varied ecosystems that were lost due to the atomic war.]]&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
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The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039; &#039;&#039;(Quarterstaff)&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039; &#039;&#039;(Spearwhip)&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; &#039;&#039;(Unarmed)&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; &#039;&#039;(Trident)&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;Skalamar&#039;&#039;&#039;, ruled by the brash and loyal &#039;&#039;&#039;Trikzara Sirax&#039;&#039;&#039; &#039;&#039;(Golden Halberd)&#039;&#039;, brother to Clanmother Izwesk, is the capital of the Hegemony. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it. It has a super-majority of Sk&#039;akh faithful and is the heartland of the faith.&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039; &#039;&#039;(Energy Sabre)&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039; &#039;&#039;(Sends a Champion)&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039; &#039;&#039;(Bribery)&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039; &#039;&#039;(Arbalest)&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid &#039;&#039;&#039;Lord Ki&#039;mokiz&#039;&#039;&#039;. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
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*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
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=== The Broken Coalition ===&lt;br /&gt;
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*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
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== The Wasteland Regions ==&lt;br /&gt;
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There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=15958</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=15958"/>
		<updated>2020-07-19T20:31:45Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* The Th&amp;#039;akh Heartland */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
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A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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====The Wasteland====&lt;br /&gt;
The Wasteland suffers from extreme fluctuations from the standard seasons. The Wasteland typically has average temperatures of 40 - 48°C near the equator with the highest recorded temperature being 52°C during Versakh, and these record temperatures plummet to -56.7 - 0°C in the northern and southern hemispheres. The majority of the Wasteland near the equator remains near 0 - 10°C during Kasavakh and rarely goes above freezing during Travakh, remaining near -12°C at average. Due to a lack of vegetation or topsoil the Wasteland also suffers from massive sandstorms. Wind speeds typically reach 92 km/h (57 mp/h). Unathi can only survive in temperatures -10°C to 42°C without suffering damage, which makes the Wasteland incredibly difficult to survive without specialized equipment.&lt;br /&gt;
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==Flora and Fauna==&lt;br /&gt;
Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
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Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15- to 25 miles before needing to stop.&lt;br /&gt;
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===Siro (Shrieker)===&lt;br /&gt;
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The &#039;&#039;&#039;Siro&#039;&#039;&#039;, or &#039;&#039;&#039;Shrieker&#039;&#039;&#039; is one of the few remaining mammals alive that have not been effected negatively by the spreading Wastelands. Resembling a large bat with a huge ramming snout, they are almost completely blind except for their use of echolocation. Shriekers use two large wings to fly up into the air, then divebomb using two of the smaller wings to angle, and ram their blunt snouts into the prey to attempt to knock them unconscious and tear pieces of flesh off. While divebombing, they often make a shrieking noise to locate their prey with echolocation. Parents often arm their children with clubs and helmets when they leave the house, and some Unathi even make games of beating these large bats out of the sky. &lt;br /&gt;
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Siro have inspired Unathi engineers and scientists in many ways, from the wing design of the [[Unathi_Military_Structure#Sky_Behemoth|Izweski Behemoths]] to the ramming tactic often used in navy and space battles. They&#039;re also often one of the few good sources of meat for a Wastelander or hungry Unathi, although they often hold diseases.&lt;br /&gt;
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===Hegeranzi (Warmount)===&lt;br /&gt;
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Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
[[File:MoghesBiomes- Copy.png|thumb|A map of pre-War Moghes with the biomes defined. Moghes had varied ecosystems that were lost due to the atomic war.]]&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
&lt;br /&gt;
== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
&lt;br /&gt;
The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
&lt;br /&gt;
=== The Th&#039;akh Heartland ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039; &#039;&#039;(Quarterstaff)&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039; &#039;&#039;(Spearwhip)&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; &#039;&#039;(Unarmed)&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; &#039;&#039;(Trident)&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
&lt;br /&gt;
=== The Untouched Lands ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skalamar&#039;&#039;&#039;, ruled by the brash and loyal &#039;&#039;&#039;Trikzara Sirax&#039;&#039;&#039;, brother to Clanmother Izwesk, is the capital of the Hegemony. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it. It has a super-majority of Sk&#039;akh faithful and is the heartland of the faith.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
=== The Southlands ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid &#039;&#039;&#039;Lord Ki&#039;mokiz&#039;&#039;&#039;. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
&lt;br /&gt;
=== The Broken Coalition ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
&lt;br /&gt;
== The Wasteland Regions ==&lt;br /&gt;
&lt;br /&gt;
There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=15892</id>
		<title>The Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=15892"/>
		<updated>2020-07-15T01:17:46Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* The Spirits of the Oasis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Wasteland is an unforgiving place, as the name implies. Many inhabitants, the survivors of the Contact War, attempt to make a livelihood here. Their reasons for doing so varies: Be it religious, familial ties, or lawbound exile.&lt;br /&gt;
Here are a few examples of clans that live in the wasteland and how they fare with the harsh life outside of the terraformed areas, the Hegemony controlled territories, and the relative safety of the Untouched Lands.&lt;br /&gt;
&lt;br /&gt;
One of the reasons most members of the Clans leave their villages is to have a steady supply of credits for their family back home - for medicine, food, and water. Those who make it out of the Wasteland are lucky to be out, but not everyone has the funds to pay for a smuggler to get them past the Izweski navy.&lt;br /&gt;
&lt;br /&gt;
== Life in the Wastes ==&lt;br /&gt;
Living in the wasteland is no easy feat. Many who try, fail. Others waste away, barely something one can call living. However, a precious few manage to overcome all odds, subjugating what many believed to be the end of all Sinta into something with purpose. Through iron will and steel blade, they set forth into the irradiated deserts in an attempt to reclaim what is rightfully theirs.&lt;br /&gt;
[[File:UnathiEggColoured.png|250px|thumb|right|Life always prevails.]]&lt;br /&gt;
&lt;br /&gt;
Quality of life differs from settlement to settlement, some thrive upon the hidden riches uncovered below the sands, while others wither and decay as trade routes get intercepted and resources run low. Communication between the settlements are often rudimentary, use of smoke signals, coloured balloons raised into the air (raised green means good, raised red means bad, and so forth), and in some lucky cases, salvaged pre-war radio equipment.&lt;br /&gt;
&lt;br /&gt;
A majority of Unathi who find themselves stranded here are the remnants of the Traditionalist coalition. While they found themselves at odds with the Izweski Hegemony in the past, they realize that they have been beat, and simply cannot survive without some support from those within the Untouched Lands. Many still bear resentment and even anger towards the Hegemony and those that swear fealty to it. Still, trade is conducted to make ends meet.&lt;br /&gt;
&lt;br /&gt;
A few settlements dotted around the area have received help from Hephaestus Industries to set up educational centres, capable of teaching hatchlings the way the galaxy works, in an attempt to recruit as many of them into the company when they reach adulthood. The Interstellar Aid Corps (IAC) has established hospitals and learning centres in a small number of the larger established colonies.&lt;br /&gt;
&lt;br /&gt;
For the disillusioned few, those that fell out of the learning centres, or those that simply were too barbaric to live in the establish settlements, a criminal underground was established. These secret networks distribute spoofed space traffic codes, as well as transport into different star systems, in exchange for servitude for a set amount of years, a great debt, or a single, dangerous task.&lt;br /&gt;
&lt;br /&gt;
== The Reclaimers ==&lt;br /&gt;
Clans of Unathi paid to scavenge the wastes in search of pre-war technology. They’re typically trained for combat, though there will of course be engineers and people who care for cargo, as well as scientists capable of operating and reactivating the technology. Known by the inhabitants of the wasteland as “Rustboys”.&lt;br /&gt;
[[File:UnathiLandcrawler.png|250px|thumb|right|One of the landcrawlers, slowly making its way through the wastes.]]&lt;br /&gt;
&lt;br /&gt;
They operate as Unathi usually would, having the Moghean version of a nuclear family. Gender roles are enforced as normal. The men being the preferred sharpshooters, gunners, and pilots. Women act as cooks, medics and caretakers of the young. Both men and women share some jobs, such as cleaning, repairing the landcrawler, and delivering resources around the craft.&lt;br /&gt;
&lt;br /&gt;
They operate out of landcrawlers, massive mechanical beasts of burden that use treads to move across the wasteland. These vehicles are so massive they’re capable of supporting the entire clan living in them for months at a time. Realistically they only need to refuel it, but the wasteland wears down on both the people and the vehicles they use, creating a need for them to head back home and repair.&lt;br /&gt;
&lt;br /&gt;
Some wealthy clans have upgraded their landcrawlers with a massive steam catapult on top, capable of launching planes that are used to scout the wastes; spotting dangers, loot and Punished bases. These are usually crewed by two men, a pilot and a spotter/gunner. Some may carry bombs, but these are seen as barbaric and damaging to the loot.&lt;br /&gt;
&lt;br /&gt;
When they find something they can salvage, or some wastelanders attempt to attack them, they deploy smaller but highly advanced sandrovers. These vehicles are fast enough to catch up to any threat, as well as chase down in-use pre-war tech, and disable it.&lt;br /&gt;
[[File:Reclaimer_Car.png|200px|thumb|right|A Reclaimer vehicle, speeding across the dunes.]]&lt;br /&gt;
&lt;br /&gt;
These clans aren’t particularly pious, having a more pragmatic and materialistic view on things in general. As long as you didn’t jeopardize the operation, you were free to call the landcrawler your home.&lt;br /&gt;
&lt;br /&gt;
Due to the work they do, they’re well liked by the nobles, who hire them as mercenaries of war on occasion. They also serve as escorts and guides for traveling nobles, protecting them from the horrors of the wasteland.&lt;br /&gt;
&lt;br /&gt;
== Clan &amp;quot;Gawgaryn&amp;quot; - The Punished Clans ==&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;There is nothing left. The Ancestors weep as they beg us to leave Moghes. No more children will grow up in our Ancestral Homelands the same as we have, ever again.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;The words of &#039;The Lost Son&#039; while visiting the ransacked capital of the Azarak Kingdom - the losing side in the Contact War.&#039;&#039;&lt;br /&gt;
A mega-clan forced to attack others during the war, or risk starvation and total annihilation. They were supposed to receive the capital punishment, but fled to the wastes to escape this. Now they roam the wasteland, having become exactly what they wanted to escape in the past, bandits who loot and pillage to make a living.&lt;br /&gt;
[[File:Punished_Raider.jpg|200px|thumb|right|A Punished raider, &amp;quot;Abushk Gawgaryn&amp;quot;, mounted on his specialized sandbike.]]&lt;br /&gt;
&lt;br /&gt;
They are rumoured to have an overseeing leader, &#039;The Lost Son&#039; as he is known, refuses to go by his original name, and only has that title to identify him. He leads the Punished Clans, simply so that they can survive. His only goal is the survival of his clan, and his people, and he&#039;s even resorted to kidnapping Unathi and forcing them onto ships outbound to other systems keep them alive, even if they wish to remain by his side and defend him.&lt;br /&gt;
&lt;br /&gt;
The act of being exiled and cut off from the rest of the unathi society has left them worse for wear. So much as mentioning “The Exile Event” will get one beaten to a pulp and even killed, if the crowd was enraged enough. Still, the Clan Father sends two sinta to the Hegemon territory annually, willing or not, to ask for forgiveness. These always get turned around at the city gates and cannot return home, as this will surely lead to their death.&lt;br /&gt;
&lt;br /&gt;
The Punished don’t care much for gender roles, their situation is too dire to segment their workforce. A sinta is obligated to pull their weight despite gender, and in the worst of times, despite age.&lt;br /&gt;
&lt;br /&gt;
There are hidden bases scattered throughout the wasteland, acting as pit stops to rest and recover from raiding, more so than bases of operation. Permanence is a last resort, as staying in one area will get them bombed out, or worse, captured and forced to face their crimes. There are rumours spreading through the Hegemony that there exists a primary base, where Clanfather Kuma’Gizz lives and coordinates the raiding missions. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;largest raid&#039;&#039;&#039; ever performed have been the thefts of Solarian trade shuttles that were landed at an Izweski wasteland camp - the Gawgaryn boarders forced the human pilots to pick up hundreds of Unathi and help them escape to the Frontier and beyond - many of these clans eventually finding homes in &#039;&#039;&#039;Tau Ceti seeking legal asylum&#039;&#039;&#039;. The five Gawgaryn warriors in charge of the raid were not given asylum by Tau Ceti, and instead were given to the Izweski. They were later executed publicly.&lt;br /&gt;
&lt;br /&gt;
These five Gawgaryn warriors are forever worshiped by the Unathi that were able to escape, as heroes.&lt;br /&gt;
&lt;br /&gt;
== The Spirits of the Oasis ==&lt;br /&gt;
Unathi who just try to make a living in the wasteland. They live in a state of symbiosis with the Dionae, which clears the radiation from their crops. They are agricultural experts, capable of farming even in the wastes. The food produced from these are used to feed both themselves and their animal companions.&lt;br /&gt;
[[File:UnathiHatchling.png|250px|thumb|A hatchling standing next to her wasteland home.]]&lt;br /&gt;
&lt;br /&gt;
The larger villages plant huge swathes of dionae pods, which either get used to absorb the radiation in the surrounding area, or sent to new settlements to give them a headstart on the minute terraforming procedures. The more land that gets terraformed, the more crops get planted, the more biomass the dionae have available.&lt;br /&gt;
&lt;br /&gt;
They have an attachment to their animals and the dionae, who they regard as pets up until a gestalt forms, who they then regard as fully fledged members of the clan.&lt;br /&gt;
&lt;br /&gt;
Owing to their static lives and traditionalist nature, they have rigid gender roles. The women tend to the crops and animals, and prepare the food. The men deal in commerce, do hard manual labour, such as mining or building, or train to become warriors skilled enough to defend their village from Punished raiders.&lt;br /&gt;
&lt;br /&gt;
Chiefly, they follow the Th’akh religion, though some among them may have different opinions, or even dip into Sk’akhism. There is a firm belief among them that the ancestors wish for them to reclaim the land, and return what was once theirs to its original, beautiful form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oasis Clans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While players are in no way obligated to play these clans, and are more than welcome to homebrew their own, these clans are known and settled in the wasteland. Choosing to play one of these will allow you to play out their quirks, as well as meet other clanmembers on-station.&lt;br /&gt;
&lt;br /&gt;
=== Clan Dorviza - The Dryads ===&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Is something the matter?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This clan is considered to be Moghes’ leading experts in regards to all things flora. Their ability to twist a plant’s use to fit their own needs is unparalleled. Many times, the injured are brought to the Dorviza, where their unique traditional herbal treatments are used to heal the wounded.&lt;br /&gt;
&lt;br /&gt;
The Punished frequently raid their settlements to get their hands on medical supplies. Often, these raids are fought off by a mixture of Dorviza forces and Reclaimer mercenaries who protect the Dorviza in exchange for discounted medical treatment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Dorviza would generally work in:&#039;&#039; &#039;&#039;&#039;Medical, Hydroponics, Xenobotany&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clan Vihnmes - The Negotiators ===&lt;br /&gt;
&#039;&#039;&#039;“We’ll see what we can do.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The survivors of this clan is in no way physically fit, instead surviving the wild wastes by silvered tongue. They run inns and taverns as a way for those roaming the wasteland to get a safe place for rest and respite. Sooner to call upon help or talk those opposing them down, than to grasp at a weapon; the survival of this clan is speculated by many to simply be a miracle by the great Sk’akh.&lt;br /&gt;
[[File:Young_Ozeuoi.png|200px|thumb|A young Unathi, &amp;quot;Rahkr Ozeuoi&amp;quot;, taking a break from repairs.]]&lt;br /&gt;
&lt;br /&gt;
The Reclaimers make extensive use of the Vihnmes, either to rest at, while their Landcrawlers are in for repairs, or as a middleman to ensure that the nobles don’t mislead and underpay them for their services. Owing to the near-permanent presence of the Reclaimers, the Punished steer clear of all Vihnmes settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Vihnmes would generally work in:&#039;&#039; &#039;&#039;&#039;Cargo, Bartending, Counseling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clan Ozeuoi - The Architects ===&lt;br /&gt;
&#039;&#039;&#039;“Whatcha need fixed?”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strong and hardy, the Ozeuoi survive by pure ingenuity alone. What they lack in common sense and tact, they more than make up for in ability to cobble together scraps to create formidable creations. They live in relative seclusion from the other wasteland clans, owing to their overuse of turrets, traps and walls spanning miles of irradiated sand.&lt;br /&gt;
&lt;br /&gt;
They make short work of Punished raids, by means of dispatching it before it even reaches their first set of gates. Not quick to make friends, but ultimately wanting to expand eventually, the Ozeuoi grow their numbers by recruiting retired Reclaimers, in exchange for handling the repairs of their massive Landcrawlers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Ozeuoi would generally work in:&#039;&#039; &#039;&#039;&#039;Engineering, Science&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
=== Way of Life ===&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
=== Diplomatic Status ===&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=15871</id>
		<title>Aut&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=15871"/>
		<updated>2020-07-13T20:02:54Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* The Odin Commune, &amp;quot;Hangar 333&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Autakimagedone.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes , Oureaea&lt;br /&gt;
 |Language = Sinta&#039;Unathi , Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = The Aut&#039;akh Valley / The Undercity Communes&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Overview = &lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh Movement is the extreme in terms of modernization for Unathi - the rival to many Izweski and Traditionalists. Originating on Oureaea during its occupation by the Jargon Federation and Sol Alliance, Unathi were exposed to prosthetics that would allow better survival and adaptability to those that needed it. Before metal prosthetics were formally disowned by the Sk&#039;akh church and from most Th&#039;akh shamans, the movement had formed a tight niche in many clans that could finally see their elderly and disabled active again. These clans refused to turn back, and have isolated themselves in the mountains of Oureaea.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the Aut&#039;akh movement has seen small communes sprout up as well - mostly in the underbellies of cities. Many disabled, wounded, or otherwise left-out members of Unathi society seek refuge in Aut&#039;akh communes in cities - seeking to finally find use in a culture that would otherwise leave them behind and forgotten. It is, however, dangerous to have metal prosthetics visible in most cities - and it is not uncommon for prosthetics to be completely destroyed in assaults on Aut&#039;akh followers.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh movement is a universal spiritual movement - meaning, both Th&#039;akh and Sk&#039;akh believers can find a place in it. &lt;br /&gt;
&lt;br /&gt;
=== Tech Priests === &lt;br /&gt;
Tech Priests are Sk&#039;akh Priests that believe in the Aut&#039;akh movement and are augmented themselves, however have deviated from the Central Church&#039;s doctrine - often believing them corrupt or simply incorrect. They will often work with Roboticists, Mech engineers, or others proficient in prosthetics to properly spiritually oversee augment installation and repair. Priests in particular focus on imbuing the power of one of the Aspects of Sk&#039;akh into an augment.&lt;br /&gt;
&lt;br /&gt;
=== Tech Shamans === &lt;br /&gt;
Tech Shamans are Th&#039;akh shamans that believe in the Aut&#039;akh movement and are augmented themselves. They will often work with Roboticists, Mech engineers, or others proficient in prosthetics to properly spiritually oversee augment installation and repair. Shamans in particular focus on the individuals spirit, as well as their connection to their Ancestors - often calling upon a specific Ancestor to help the augments work better.&lt;br /&gt;
Both Tech Shamans and Tech Priests can be roboticists themselves, learning from both experience and college courses with Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
== The Aut&#039;akh Valley ==&lt;br /&gt;
A large commune on Oureaea surrounded by mountains, the Aut&#039;akh Valley is the First Commune that the Aut&#039;akh created - a place for specifically augmented Unathi to find sanctuary from the violence often found against their kind in cities and towns. It is largely disconnected from any government, and is heavily guarded by the Aut&#039;akh that would defend the clans living there with their lives. Life here is simple, and almost 60% of the population is elderly or disabled with augments. The area is foggy and filled with natural lakes, and the area gets cold enough to snow in the cold season.  &lt;br /&gt;
&lt;br /&gt;
Tajaran and Human merchants often fly in trade for supplies, with the community coming together to pay for shipments of meats and other goods for credits. The Valley is far from rich and actually requires workers in other cities, even other systems to supply it with credits. Tau Ceti is one of the best places for credits to be earned - and Nanotrasen has even benefitted from recruiting directly from Aut&#039;akh Valley. Many of the recruited are the younger Aut&#039;akh who wish to send funds back to the Valley to keep the elders fed.&lt;br /&gt;
&lt;br /&gt;
Although technically safe, the Aut&#039;akh Valley has seen struggles - food supply in particular. Hunters are sent out to try and collect meats, but Hephaestus mining activity in the region has completely unsettled the wildlife. Instead of coming back with meat, many hunters decide to destroy Hephaestus mining drones instead - using their valuable salvage to attempt to recreate, repair, and modify the prosthetics they originally recieved from the Skrell years ago.&lt;br /&gt;
&lt;br /&gt;
== The Undercity Communes ==&lt;br /&gt;
Beneath almost every city on both Moghes and Oureaea is a small commune of Aut&#039;akh, created by one of the original Aut&#039;akh from Oureaea. These communes have become safe havens for individuals with augments. Augmented Unathi come to these Undercity Communes when they are in need - a new prosthetic, a repair from an assault, or simply for a place to sleep until they can find somewhere to go to. These communes are often heavily guarded by Aut&#039;akh warriors set on keeping these people safe, and because of the possible danger of attacking these communes, many rarely see attack. It is not unheard of, though - and whole communes have been arrested by the City Garrison, attacked by Maraziites, or lynched by mobs led by Nobles.&lt;br /&gt;
&lt;br /&gt;
=== Life in the Communes ===&lt;br /&gt;
The Undercity communes are often located in warehouses, beneath market squares, or otherwise hidden from general sight. The best way to learn about these places is word of mouth. If someone seems to be missing a limb or struggling to move in public, an Aut&#039;akh may attempt to speak to them - searching them for their desire to be more able-bodied. If they obviously wish for it, the Aut&#039;akh will continue to be suspicious - not revealing the location of the Commune in the city until after they are augmented or trustworthy. &lt;br /&gt;
&lt;br /&gt;
An undercity commune can range in sizes - and there can be multiple per city. The largest known one is in Skalamar, the Izweski capital, where it manages to keep itself safe in the expansive sewer system. Leaving the Commune&#039;s protection requires cloth coverings - which do well enough to hide the prosthetic that is often painted the color of the individual&#039;s scales. Some Unathi even go so far as to take the scales from their dismembered limb and implant them onto their new prosthetic.&lt;br /&gt;
&lt;br /&gt;
=== Community Consensus ===&lt;br /&gt;
Typically if an individual commune is going to perform a larger-scale movement or action, the community comes together for consensus. The most common large-scale consensus is whether or not to risk a public march or strike for augmented unathi to be respected in society. A misreading of the city at the time can result in a full scale mob riot - either fights with City Garrison, Maraziites, or angry mobs. Some vocal minorities in the communes advocate for cutting off the hands of other Unathi and see if they&#039;d listen to their cries then - however, they are often berated by the elders.&lt;br /&gt;
&lt;br /&gt;
== Specific Undercity Communes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skalamar Commune, &amp;quot;The Sewers&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The largest undercity commune, and the one that&#039;s seen the most violence - the Skalamar Commune finds itself in what would resemble &#039;gang wars&#039; with the local populace and the remaining Maraziites. Living in the capital of the Izweski Hegemony has made life hard, since the Izweski and many of the Noble class simply want to remove this &#039;mistake&#039; from the gem that is the Capital of the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Life is hard here, with commune leaders constantly on the defensive. Some of the most active Aut&#039;akh defenders in the commune have taken to using bladed weapons and aiming to maim and dismembering their attackers - usually Maraziites - and then tending to their wounds with an augment as a &#039;mark of defeat&#039;. These violent Aut&#039;akh are one of the reasons the whole movement has been given a bad name - however, some individuals believe that to come to an understanding, non-Aut&#039;akh should step into the shoes of those who have to be augmented.&lt;br /&gt;
&lt;br /&gt;
=== S&#039;th Commune, &amp;quot;Siro&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The communes in S&#039;th have found a way to hide in plain sight - using intricate wrappings or loose clothing to hide their augments. Augmenters here specialize in camouflage, using makeup or faux-scales to cover their prosthetics. There have even been specific ways to muffle the sounds of whirring whenever a prosthetic is moved, deceiving even a Tajaran&#039;s accute hearing. &lt;br /&gt;
&lt;br /&gt;
=== Camp Integrity, &amp;quot;The Veteran&#039;s Commune&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The group of Aut&#039;akh at Camp Integrity are almost completely made up of Traditionalists - whether it be those descended from the Unathi who lost the Contact War, or actual veterans from the war. With a rejuvenated sense of revenge, and the ability to return strength to their bodies with augments, many have ignored claims of damaging their spirit in exchange for a chance to get back at the Hegemony. &lt;br /&gt;
&lt;br /&gt;
The older men often make the choice to become augmented, and then will bring their families with them - however marriages have been torn apart in some cases.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Underworld Commune, &amp;quot;The Factory&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
In the depths of [[Oran|Oran]] under the city, a small town of Unathi have made some sort of order to their section of the anarchy. The first Aut&#039;akh to come here didn&#039;t have the credits - or the legal standing to make it on top in the corporate overworld, however they did have enough muscle to clear out a &#039;&#039;&#039;mining drone factory&#039;&#039;&#039; of drug-addicted dregs. A few years is all it took for a community of Aut&#039;akh to grow, walling off &#039;&#039;&#039;The Factory&#039;&#039;&#039; and setting up a safe spot for them to fit. Over time, the surrounding local dreg community came to accept the Aut&#039;akh in - however, some have treated the augmented Unathi as just another gang they have to deal with. &lt;br /&gt;
&lt;br /&gt;
The Underworld commune still respects the rules of honor, and have made promises to never leave behind Unathi who need augments. Jury-rigging the factory with the help of Dreg locals, Aut&#039;akh-fabricated augments are being made by Unathi, for Unathi across the galaxy. The augments are shoddily made at first, shipped to one of the other communes on Moghes or Tau Ceti, and then customized to fit by an Augmenter on location.&lt;br /&gt;
&lt;br /&gt;
The Eridani Underworld Commune is where most of the augments for other communes come from, and has jury-rigged a telecommunications radar to communicate with other communes. Maintaining contact to Moghes is hard, however, as the Moghesian communes may have their communications destroyed by local enforcers.&lt;br /&gt;
&lt;br /&gt;
= Mechanics =&lt;br /&gt;
Prosthetics and augments can be selected in the Character Creator, allowing for unique Unathi-specific augments.&lt;br /&gt;
&lt;br /&gt;
=== Prosthetics and Augments===&lt;br /&gt;
Unathi are a proud and stubborn race, embedded in tradition even when going against it. Many Unathi prefer to have Unathi-made augments, and so the Aut&#039;akh augments were created - combinations of modern prosthesis and brute force coalesce into these &#039;working&#039; augments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm and Leg prosthetics&#039;&#039;&#039; - Simple but sturdy, the Aut&#039;akh limbs are extremely customized by Au&#039;Tech Shamans/Priests in communes. They can often include Sk&#039;akh scripture or names of the individuals ancestors - inscribed into the metal to imbue it with spiritual energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; -  A Soul Anchor is a mirror or a piece of glass placed behind the eyes. To many Aut’akh, a Soul Anchor is a way to repair the damages to your soul, rebuilding it into a new, concentrated WISP, a floating ball of pure energy, once you die and enter the spirit world. This would effectively make the wounds you received to your physical body no longer exist in the afterlife, allowing your spirit to roam freely without pain or damnation as the other religions believe.&lt;br /&gt;
&lt;br /&gt;
Soul Anchors are known to sometimes cause BAFFLES, moments where unexplained figures from the individuals memory randomly appear. Many who experience these often describe seeing themselves - in a different way, in a different life, past present or future. Baffles are said to be moments where someone should self-reflect, and take a look at themselves in a mirror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Calf Overdrive&#039;&#039;&#039; - Originally created with stolen pistons from a Hephaestus mining droid on Oureaea in the Aut&#039;akh Valley, its design has been replicated and made even more dangerous by removing the safety mechanisms usually in place. These pistons, installed into the rear calves, give sheer power to a Unathi&#039;s speed at the cost of being extremely damaging to the body.    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protein Breakdown Valve&#039;&#039;&#039; - A small valve on the body that releases a traditional Unathi medicine into the stomach - forcing rapid digestion for immediate adrenal stimulation. Causes long-term damage to the stomach that must be cured with a hearty herbal tea, prayer, and rest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venomous Rest Implant&#039;&#039;&#039; - A small compartment connected to the blood system that administers a traditional Unathi healing agent - the venom of a Moghesian wasp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farseers Eye&#039;&#039;&#039; - Augmented eyes to allow farsight, it strains the eyes heavily with use. Originally made by a tech shaman in the Wasteland that was constantly being chased by Maraziites, he traded his only weapons for a Hephaestus drone lens, and then crafted it into an eye-patch binocular. This was later replicated by his meeting with the Aut&#039;akh commune on Oureaea, and then the process repeated throughout the rest of the communes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters Eye, Eye Flashlight&#039;&#039;&#039; - Augmented eyes that glow brightly red, used for intimidation and utility. Used by communes that are primarily anti-Hephaestus, the hunters that use these do not hunt for food - instead, hunting Hephaestus robots for their parts. Primarily seen use in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
= History of the Aut&#039;akh = &lt;br /&gt;
&lt;br /&gt;
==The First Augmented Unathi==&lt;br /&gt;
While the Contact War was destroying the Unathi homeworld of Moghes, refugees were moving to Oureaea in droves. Some were already wounded from the initial ground battles, some scarred by nuclear fires, and some crippled while constructing more spaceports in the overcrowded New Skalamar. The Federation Skrell and Sol Alliance who had taken temporary occupation of Oureaea simply saw installing prosthetics on them as a way to assist them medically - providing relief to worrying Clans. The initial reaction was great, with hundreds of Unathi of all ages augmented with the ability to help. With the Sk&#039;akh Church&#039;s focus completely on the war, and almost every Shaman on Moghes being drafted into levies to provide spiritual aide to warriors - no one had thought that their souls could possibly be damaged beyond repair.&lt;br /&gt;
&lt;br /&gt;
For years, there was almost no communication between Moghes and Oureaea besides the stream of refugees. Panic kept focus completely on the war, on the dozens of Kingdoms that had fallen with each year that passed - on attempt to find lost Clan members. This continued and eventually, Oureaea had begun booming in population - bringing eyes to the now thousands of augmented Unathi.&lt;br /&gt;
&lt;br /&gt;
==Anger Against the Aut&#039;akh==&lt;br /&gt;
The first calls to action against the &amp;quot;Augmented Spirits&amp;quot; - now commonly known as &amp;quot;Aut&#039;akh&amp;quot; - began when the High Priest was visiting Oureaea to oversee the construction of a Holy Church in New Skalamar. The High Priest noticed that the local construction guild in charge of building the Holy Church was run by a group of augmented Unathi veterans - veterans of the Traditionalist Coalition. Following this, the High Priest was said to begin acting aggressively and forced the City Garrison to evict the Aut&#039;akh from New Skalamar. The following month, a council of Priests communed with the High Priest to enact a reform to Holy Doctrine - stating that such &#039;&#039;&#039;Un-Living Prosthetics Do So Cause Terrible, Irreversible Pain To The Soul - And Thus Angers Sk&#039;akh&#039;s Image.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following this doctrine, the Sk&#039;akh Priests of New Skalamar began to encourage the general public to &#039;act harshly upon those with augmented spirits that taint the image of Sk&#039;akh&#039;, and thus began the &#039;&#039;&#039;New Skalamar Augment Riots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==New Skalamar Augment Riots==&lt;br /&gt;
By now, there was a sizeable population of New Skalamar that had been augmented by the Skrell and Humans. Never out of request, only out of necessity - and the Federation had made everything until then free of charge. This meant that both Noblemen and Peasants that had been wounded received the same treatment - something extremely uncommon in Unathi society. &lt;br /&gt;
&lt;br /&gt;
This population of augmented were now all targets of the general public - and the Sk&#039;akh church had pushed forward this command of &#039;acting harshly&#039; so vaguely that some took it as a call to attack. Violence erupted - with augments being ripped or cut off and thrown into a pile in the city center. Federation Skrell police attempted to step in, however a Skrell was killed in a struggle forcing the whole policing force to pull out and simply watch. Augmented individuals and some of their clan-members fled the city if they could, hiding their augments as well as they could.&lt;br /&gt;
&lt;br /&gt;
==Foundation of the Au&#039;takh Valley==&lt;br /&gt;
Migrant Aut&#039;akh fleeing the riots of New Skalamar formed together outside the walls, and decided to leave the city that turned against them. Hundreds of Aut&#039;akh would try to find other places to live - some attempting to settle in the wilds of Oureaea although still keeping in touch with other clans they fled with after the Augment Riots. Eventually, their augments began to fail without maintenance, and unable to seek aide with the cities the Aut&#039;akh moved to a central, safe area - the Mountains to the west of New Skalamar. &lt;br /&gt;
&lt;br /&gt;
This initial settlement would eventually become known as Aut&#039;akh Valley - a central, large town of Aut&#039;akh that has operated outside of Oureaea&#039;s government in the comfort of a foggy valley.&lt;br /&gt;
&lt;br /&gt;
==The Newfound Aut&#039;akh Movement==&lt;br /&gt;
Now that the Aut&#039;akh Valley has seen prosperity in their peaceful valley, they are attempting to spread their idea of living to those who need it. There are thousands of Unathi missing limbs from war, the Wasteland, and from dangerous work-sites. The Aut&#039;akh claim that although Hegemony society enjoys the story of a valiant hero - they do not see a disabled individual as a hero anymore, and that society glorifies death but abhors the wounded that cannot return to a fight.&lt;br /&gt;
&lt;br /&gt;
With these words, there are many underbelly &#039;communes&#039; that form together in cities - becoming places where people with augments can come for repairs, spiritual guidance, and meals. Augmented warriors are often posted inside these communes that function as a safe haven, and even Guwan who are augmented or wish to be can find a small section to be safe from attack or beratement.&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:PostCitiesNamed.png&amp;diff=15846</id>
		<title>File:PostCitiesNamed.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:PostCitiesNamed.png&amp;diff=15846"/>
		<updated>2020-07-11T07:43:25Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: SleepyWolf uploaded a new version of File:PostCitiesNamed.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An updated map of moghes with the cities named.&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=15827</id>
		<title>Aut&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=15827"/>
		<updated>2020-07-09T15:22:07Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Autakimagedone.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes , Oureaea&lt;br /&gt;
 |Language = Sinta&#039;Unathi , Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = The Aut&#039;akh Valley / The Undercity Communes&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Overview = &lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh Movement is the extreme in terms of modernization for Unathi - the rival to many Izweski and Traditionalists. Originating on Oureaea during its occupation by the Jargon Federation and Sol Alliance, Unathi were exposed to prosthetics that would allow better survival and adaptability to those that needed it. Before metal prosthetics were formally disowned by the Sk&#039;akh church and from most Th&#039;akh shamans, the movement had formed a tight niche in many clans that could finally see their elderly and disabled active again. These clans refused to turn back, and have isolated themselves in the mountains of Oureaea.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the Aut&#039;akh movement has seen small communes sprout up as well - mostly in the underbellies of cities. Many disabled, wounded, or otherwise left-out members of Unathi society seek refuge in Aut&#039;akh communes in cities - seeking to finally find use in a culture that would otherwise leave them behind and forgotten. It is, however, dangerous to have metal prosthetics visible in most cities - and it is not uncommon for prosthetics to be completely destroyed in assaults on Aut&#039;akh followers.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh movement is a universal spiritual movement - meaning, both Th&#039;akh and Sk&#039;akh believers can find a place in it. &lt;br /&gt;
&lt;br /&gt;
=== Tech Priests === &lt;br /&gt;
Tech Priests are Sk&#039;akh Priests that believe in the Aut&#039;akh movement and are augmented themselves, however have deviated from the Central Church&#039;s doctrine - often believing them corrupt or simply incorrect. They will often work with Roboticists, Mech engineers, or others proficient in prosthetics to properly spiritually oversee augment installation and repair. Priests in particular focus on imbuing the power of one of the Aspects of Sk&#039;akh into an augment.&lt;br /&gt;
&lt;br /&gt;
=== Tech Shamans === &lt;br /&gt;
Tech Shamans are Th&#039;akh shamans that believe in the Aut&#039;akh movement and are augmented themselves. They will often work with Roboticists, Mech engineers, or others proficient in prosthetics to properly spiritually oversee augment installation and repair. Shamans in particular focus on the individuals spirit, as well as their connection to their Ancestors - often calling upon a specific Ancestor to help the augments work better.&lt;br /&gt;
Both Tech Shamans and Tech Priests can be roboticists themselves, learning from both experience and college courses with Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
== The Aut&#039;akh Valley ==&lt;br /&gt;
A large commune on Oureaea surrounded by mountains, the Aut&#039;akh Valley is the First Commune that the Aut&#039;akh created - a place for specifically augmented Unathi to find sanctuary from the violence often found against their kind in cities and towns. It is largely disconnected from any government, and is heavily guarded by the Aut&#039;akh that would defend the clans living there with their lives. Life here is simple, and almost 60% of the population is elderly or disabled with augments. The area is foggy and filled with natural lakes, and the area gets cold enough to snow in the cold season.  &lt;br /&gt;
&lt;br /&gt;
Tajaran and Human merchants often fly in trade for supplies, with the community coming together to pay for shipments of meats and other goods for credits. The Valley is far from rich and actually requires workers in other cities, even other systems to supply it with credits. Tau Ceti is one of the best places for credits to be earned - and Nanotrasen has even benefitted from recruiting directly from Aut&#039;akh Valley. Many of the recruited are the younger Aut&#039;akh who wish to send funds back to the Valley to keep the elders fed.&lt;br /&gt;
&lt;br /&gt;
Although technically safe, the Aut&#039;akh Valley has seen struggles - food supply in particular. Hunters are sent out to try and collect meats, but Hephaestus mining activity in the region has completely unsettled the wildlife. Instead of coming back with meat, many hunters decide to destroy Hephaestus mining drones instead - using their valuable salvage to attempt to recreate, repair, and modify the prosthetics they originally recieved from the Skrell years ago.&lt;br /&gt;
&lt;br /&gt;
== The Undercity Communes ==&lt;br /&gt;
Beneath almost every city on both Moghes and Oureaea is a small commune of Aut&#039;akh, created by one of the original Aut&#039;akh from Oureaea. These communes have become safe havens for individuals with augments. Augmented Unathi come to these Undercity Communes when they are in need - a new prosthetic, a repair from an assault, or simply for a place to sleep until they can find somewhere to go to. These communes are often heavily guarded by Aut&#039;akh warriors set on keeping these people safe, and because of the possible danger of attacking these communes, many rarely see attack. It is not unheard of, though - and whole communes have been arrested by the City Garrison, attacked by Maraziites, or lynched by mobs led by Nobles.&lt;br /&gt;
&lt;br /&gt;
=== Life in the Communes ===&lt;br /&gt;
The Undercity communes are often located in warehouses, beneath market squares, or otherwise hidden from general sight. The best way to learn about these places is word of mouth. If someone seems to be missing a limb or struggling to move in public, an Aut&#039;akh may attempt to speak to them - searching them for their desire to be more able-bodied. If they obviously wish for it, the Aut&#039;akh will continue to be suspicious - not revealing the location of the Commune in the city until after they are augmented or trustworthy. &lt;br /&gt;
&lt;br /&gt;
An undercity commune can range in sizes - and there can be multiple per city. The largest known one is in Skalamar, the Izweski capital, where it manages to keep itself safe in the expansive sewer system. Leaving the Commune&#039;s protection requires cloth coverings - which do well enough to hide the prosthetic that is often painted the color of the individual&#039;s scales. Some Unathi even go so far as to take the scales from their dismembered limb and implant them onto their new prosthetic.&lt;br /&gt;
&lt;br /&gt;
=== Community Consensus ===&lt;br /&gt;
Typically if an individual commune is going to perform a larger-scale movement or action, the community comes together for consensus. The most common large-scale consensus is whether or not to risk a public march or strike for augmented unathi to be respected in society. A misreading of the city at the time can result in a full scale mob riot - either fights with City Garrison, Maraziites, or angry mobs. Some vocal minorities in the communes advocate for cutting off the hands of other Unathi and see if they&#039;d listen to their cries then - however, they are often berated by the elders.&lt;br /&gt;
&lt;br /&gt;
== Specific Undercity Communes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skalamar Commune, &amp;quot;The Sewers&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The largest undercity commune, and the one that&#039;s seen the most violence - the Skalamar Commune finds itself in what would resemble &#039;gang wars&#039; with the local populace and the remaining Maraziites. Living in the capital of the Izweski Hegemony has made life hard, since the Izweski and many of the Noble class simply want to remove this &#039;mistake&#039; from the gem that is the Capital of the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Life is hard here, with commune leaders constantly on the defensive. Some of the most active Aut&#039;akh defenders in the commune have taken to using bladed weapons and aiming to maim and dismembering their attackers - usually Maraziites - and then tending to their wounds with an augment as a &#039;mark of defeat&#039;. These violent Aut&#039;akh are one of the reasons the whole movement has been given a bad name - however, some individuals believe that to come to an understanding, non-Aut&#039;akh should step into the shoes of those who have to be augmented.&lt;br /&gt;
&lt;br /&gt;
=== S&#039;th Commune, &amp;quot;Siro&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The communes in S&#039;th have found a way to hide in plain sight - using intricate wrappings or loose clothing to hide their augments. Augmenters here specialize in camouflage, using makeup or faux-scales to cover their prosthetics. There have even been specific ways to muffle the sounds of whirring whenever a prosthetic is moved, deceiving even a Tajaran&#039;s accute hearing. &lt;br /&gt;
&lt;br /&gt;
=== Camp Integrity, &amp;quot;The Veteran&#039;s Commune&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The group of Aut&#039;akh at Camp Integrity are almost completely made up of Traditionalists - whether it be those descended from the Unathi who lost the Contact War, or actual veterans from the war. With a rejuvenated sense of revenge, and the ability to return strength to their bodies with augments, many have ignored claims of damaging their spirit in exchange for a chance to get back at the Hegemony. &lt;br /&gt;
&lt;br /&gt;
The older men often make the choice to become augmented, and then will bring their families with them - however marriages have been torn apart in some cases.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Underworld Commune, &amp;quot;The Factory&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
In the depths of [[Oran|Oran]] under the city, a small town of Unathi have made some sort of order to their section of the anarchy. The first Aut&#039;akh to come here didn&#039;t have the credits - or the legal standing to make it on top in the corporate overworld, however they did have enough muscle to clear out a &#039;&#039;&#039;mining drone factory&#039;&#039;&#039; of drug-addicted dregs. A few years is all it took for a community of Aut&#039;akh to grow, walling off &#039;&#039;&#039;The Factory&#039;&#039;&#039; and setting up a safe spot for them to fit. Over time, the surrounding local dreg community came to accept the Aut&#039;akh in - however, some have treated the augmented Unathi as just another gang they have to deal with. &lt;br /&gt;
&lt;br /&gt;
The Underworld commune still respects the rules of honor, and have made promises to never leave behind Unathi who need augments. Jury-rigging the factory with the help of Dreg locals, Aut&#039;akh-fabricated augments are being made by Unathi, for Unathi across the galaxy. The augments are shoddily made at first, shipped to one of the other communes on Moghes or Tau Ceti, and then customized to fit by an Augmenter on location.&lt;br /&gt;
&lt;br /&gt;
The Eridani Underworld Commune is where most of the augments for other communes come from, and has jury-rigged a telecommunications radar to communicate with other communes. Maintaining contact to Moghes is hard, however, as the Moghesian communes may have their communications destroyed by local enforcers.&lt;br /&gt;
&lt;br /&gt;
=== The Odin Commune, &amp;quot;Hangar 333&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The Odin commune was not originally intended to be such, only intended to be a temporary place of safety - however it is quickly becoming permanent. Set in &#039;&#039;&#039;Hangar 333&#039;&#039;&#039; on &#039;&#039;&#039;The Odin&#039;&#039;&#039;, the hangar has since become a place for immigrating augmented Unathi from Moghes come to stay. A small hangar set in the private dockland area, it&#039;s seemingly been rented out by an unknown individual who intends to allow the Aut&#039;akh a place to call home.&lt;br /&gt;
&lt;br /&gt;
Hangar 333 is percieved as the &#039;hub&#039; for connection to all the other communes. Augments from Eridani get shipped here first, immigrants from Moghes or Ourea arrive on interstellar transports in one of the adjacent ones, and housing is available for a cheap price in small housing pods that have been set up along the walls of the hangar, stacked to the ceiling. The elderly have pods reserved at the floor level, with ladders allowing access up. Small &#039;rooms&#039; made out of stacked crates are set up in the corners of the hangar, housing clothing shops, augment workshops, and spiritual temples for those who require it. Food is not free here - however, the commune has a lucrative deal with Nanotrasen to encourage on-site hiring with a Nanotrasen attendant that can give quick and easy low-skill jobs on a Nanotrasen facility after a simple questionnaire and vetting process! &lt;br /&gt;
&lt;br /&gt;
= Mechanics =&lt;br /&gt;
Prosthetics and augments can be selected in the Character Creator, allowing for unique Unathi-specific augments.&lt;br /&gt;
&lt;br /&gt;
=== Prosthetics and Augments===&lt;br /&gt;
Unathi are a proud and stubborn race, embedded in tradition even when going against it. Many Unathi prefer to have Unathi-made augments, and so the Aut&#039;akh augments were created - combinations of modern prosthesis and brute force coalesce into these &#039;working&#039; augments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm and Leg prosthetics&#039;&#039;&#039; - Simple but sturdy, the Aut&#039;akh limbs are extremely customized by Au&#039;Tech Shamans/Priests in communes. They can often include Sk&#039;akh scripture or names of the individuals ancestors - inscribed into the metal to imbue it with spiritual energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; -  A Soul Anchor is a mirror or a piece of glass placed behind the eyes. To many Aut’akh, a Soul Anchor is a way to repair the damages to your soul, rebuilding it into a new, concentrated WISP, a floating ball of pure energy, once you die and enter the spirit world. This would effectively make the wounds you received to your physical body no longer exist in the afterlife, allowing your spirit to roam freely without pain or damnation as the other religions believe.&lt;br /&gt;
&lt;br /&gt;
Soul Anchors are known to sometimes cause BAFFLES, moments where unexplained figures from the individuals memory randomly appear. Many who experience these often describe seeing themselves - in a different way, in a different life, past present or future. Baffles are said to be moments where someone should self-reflect, and take a look at themselves in a mirror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Calf Overdrive&#039;&#039;&#039; - Originally created with stolen pistons from a Hephaestus mining droid on Oureaea in the Aut&#039;akh Valley, its design has been replicated and made even more dangerous by removing the safety mechanisms usually in place. These pistons, installed into the rear calves, give sheer power to a Unathi&#039;s speed at the cost of being extremely damaging to the body.    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protein Breakdown Valve&#039;&#039;&#039; - A small valve on the body that releases a traditional Unathi medicine into the stomach - forcing rapid digestion for immediate adrenal stimulation. Causes long-term damage to the stomach that must be cured with a hearty herbal tea, prayer, and rest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venomous Rest Implant&#039;&#039;&#039; - A small compartment connected to the blood system that administers a traditional Unathi healing agent - the venom of a Moghesian wasp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farseers Eye&#039;&#039;&#039; - Augmented eyes to allow farsight, it strains the eyes heavily with use. Originally made by a tech shaman in the Wasteland that was constantly being chased by Maraziites, he traded his only weapons for a Hephaestus drone lens, and then crafted it into an eye-patch binocular. This was later replicated by his meeting with the Aut&#039;akh commune on Oureaea, and then the process repeated throughout the rest of the communes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters Eye, Eye Flashlight&#039;&#039;&#039; - Augmented eyes that glow brightly red, used for intimidation and utility. Used by communes that are primarily anti-Hephaestus, the hunters that use these do not hunt for food - instead, hunting Hephaestus robots for their parts. Primarily seen use in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
= History of the Aut&#039;akh = &lt;br /&gt;
&lt;br /&gt;
==The First Augmented Unathi==&lt;br /&gt;
While the Contact War was destroying the Unathi homeworld of Moghes, refugees were moving to Oureaea in droves. Some were already wounded from the initial ground battles, some scarred by nuclear fires, and some crippled while constructing more spaceports in the overcrowded New Skalamar. The Federation Skrell and Sol Alliance who had taken temporary occupation of Oureaea simply saw installing prosthetics on them as a way to assist them medically - providing relief to worrying Clans. The initial reaction was great, with hundreds of Unathi of all ages augmented with the ability to help. With the Sk&#039;akh Church&#039;s focus completely on the war, and almost every Shaman on Moghes being drafted into levies to provide spiritual aide to warriors - no one had thought that their souls could possibly be damaged beyond repair.&lt;br /&gt;
&lt;br /&gt;
For years, there was almost no communication between Moghes and Oureaea besides the stream of refugees. Panic kept focus completely on the war, on the dozens of Kingdoms that had fallen with each year that passed - on attempt to find lost Clan members. This continued and eventually, Oureaea had begun booming in population - bringing eyes to the now thousands of augmented Unathi.&lt;br /&gt;
&lt;br /&gt;
==Anger Against the Aut&#039;akh==&lt;br /&gt;
The first calls to action against the &amp;quot;Augmented Spirits&amp;quot; - now commonly known as &amp;quot;Aut&#039;akh&amp;quot; - began when the High Priest was visiting Oureaea to oversee the construction of a Holy Church in New Skalamar. The High Priest noticed that the local construction guild in charge of building the Holy Church was run by a group of augmented Unathi veterans - veterans of the Traditionalist Coalition. Following this, the High Priest was said to begin acting aggressively and forced the City Garrison to evict the Aut&#039;akh from New Skalamar. The following month, a council of Priests communed with the High Priest to enact a reform to Holy Doctrine - stating that such &#039;&#039;&#039;Un-Living Prosthetics Do So Cause Terrible, Irreversible Pain To The Soul - And Thus Angers Sk&#039;akh&#039;s Image.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following this doctrine, the Sk&#039;akh Priests of New Skalamar began to encourage the general public to &#039;act harshly upon those with augmented spirits that taint the image of Sk&#039;akh&#039;, and thus began the &#039;&#039;&#039;New Skalamar Augment Riots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==New Skalamar Augment Riots==&lt;br /&gt;
By now, there was a sizeable population of New Skalamar that had been augmented by the Skrell and Humans. Never out of request, only out of necessity - and the Federation had made everything until then free of charge. This meant that both Noblemen and Peasants that had been wounded received the same treatment - something extremely uncommon in Unathi society. &lt;br /&gt;
&lt;br /&gt;
This population of augmented were now all targets of the general public - and the Sk&#039;akh church had pushed forward this command of &#039;acting harshly&#039; so vaguely that some took it as a call to attack. Violence erupted - with augments being ripped or cut off and thrown into a pile in the city center. Federation Skrell police attempted to step in, however a Skrell was killed in a struggle forcing the whole policing force to pull out and simply watch. Augmented individuals and some of their clan-members fled the city if they could, hiding their augments as well as they could.&lt;br /&gt;
&lt;br /&gt;
==Foundation of the Au&#039;takh Valley==&lt;br /&gt;
Migrant Aut&#039;akh fleeing the riots of New Skalamar formed together outside the walls, and decided to leave the city that turned against them. Hundreds of Aut&#039;akh would try to find other places to live - some attempting to settle in the wilds of Oureaea although still keeping in touch with other clans they fled with after the Augment Riots. Eventually, their augments began to fail without maintenance, and unable to seek aide with the cities the Aut&#039;akh moved to a central, safe area - the Mountains to the west of New Skalamar. &lt;br /&gt;
&lt;br /&gt;
This initial settlement would eventually become known as Aut&#039;akh Valley - a central, large town of Aut&#039;akh that has operated outside of Oureaea&#039;s government in the comfort of a foggy valley.&lt;br /&gt;
&lt;br /&gt;
==The Newfound Aut&#039;akh Movement==&lt;br /&gt;
Now that the Aut&#039;akh Valley has seen prosperity in their peaceful valley, they are attempting to spread their idea of living to those who need it. There are thousands of Unathi missing limbs from war, the Wasteland, and from dangerous work-sites. The Aut&#039;akh claim that although Hegemony society enjoys the story of a valiant hero - they do not see a disabled individual as a hero anymore, and that society glorifies death but abhors the wounded that cannot return to a fight.&lt;br /&gt;
&lt;br /&gt;
With these words, there are many underbelly &#039;communes&#039; that form together in cities - becoming places where people with augments can come for repairs, spiritual guidance, and meals. Augmented warriors are often posted inside these communes that function as a safe haven, and even Guwan who are augmented or wish to be can find a small section to be safe from attack or beratement.&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=15817</id>
		<title>Unathi Guilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=15817"/>
		<updated>2020-07-07T04:40:16Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Unathi Lore}}&lt;br /&gt;
=The Trade Guilds=&lt;br /&gt;
&lt;br /&gt;
The Trade Guilds of the Hegemon are powerful organizations surrounding certain skills, or trades. Found in every city, these guilds operate out of Guild Halls, and skilled workers often join certain guilds to rise from peasantry into a higher social caste. It is much easier to join a guild if your Clan has been in the guild in the past - otherwise, joining a guild is slightly more difficult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_city.png|thumb|left|All cities are connected by the Merchant&#039;s Guild - and by its gold.]]&lt;br /&gt;
==Merchants Guild==&lt;br /&gt;
[[File:Imperial_run.png|300px|thumb|The Imperial Route, the economic battleground between Dominia and the Hegemony. Whoever controls the Imperial Route becomes the economic superpower in the region.]]&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Any Sinta finding work, will find it through me. Tau Ceti needs high-skilled laborers, strong workers, craftsmen and guildsmen of Moghes. Praise the name of Clan Razi when you find work with xenos.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Guildmaster Razi, first trillionaire Unathi.&#039;&#039;&lt;br /&gt;
The most powerful guild is the Merchant’s Guild, headed by Guildmaster Keicacu Razi, is most well known for popularizing Razi-snacks outside of Sinta space. With hundreds of years of ancestry, the Razi guild has been a powerful ally to Hegemon Not’zar Izweski, who has taken a liking to Guildmaster Razi’s daughter Hizoni.&lt;br /&gt;
&lt;br /&gt;
The Merchant’s Guild has managed to create and sustain a trade route from Moghes to Tau Ceti, this route being known as &#039;&#039;&#039;The Imperial Route&#039;&#039;&#039;. Competing with Dominian merchants, the route is known to have minor scuffles and skirmishes between the two nations. As well, the Merchant’s Guild is one of the only guilds with enough credits to sustainably have cargo shuttles off Moghes, meaning that other guilds have to go through them to sell to xeno civilizations. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Tau Ceti&#039;&#039;&#039;, the Merchant&#039;s Guild has constructed the largest guild hall in existence. Other guilds from Moghes can rent housing and space in the &#039;&#039;&#039;Grand Guild Hall&#039;&#039;&#039;, where hundreds of guilds attempt to have an influence in human space. Due to Nanotrasen&#039;s grip on the economy of Tau Ceti, guilds have a hard time finding work anywhere other than under Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Imperial Route&#039;&#039;&#039; - The Imperial Route is a bluespace lane contested between the Dominian Empire and the Izweski Hegemony, directly towards Tau Ceti - the two empires greatest connection to the rest of the galaxy. As both galactic nations have troubled diplomatic relations with each other, it is almost a constant skirmish when two opposed merchant escorts come close. Small-scale starship battles happen semi-frequently as almost every merchant has to defend their goods from enemy privateers.&lt;br /&gt;
&lt;br /&gt;
==[[Hephaestus_Industries|Hephaestus Industries]]==&lt;br /&gt;
[[File:hephaestuslogo1.png|The primary logo of Hephaestus Industries.|thumb]]&lt;br /&gt;
Unathi have often viewed Hephaestus Industries as one of the only honest corporations in the galaxy - whether it be simply the fact other corporations had once chance and failed, or a simple preference of aesthetic. Hephaestus is the only corporate entity allowed to operate in the Uueoa-Esa system, with other corporations like Nanotrasen only being allowed recruitment facilities.&lt;br /&gt;
&lt;br /&gt;
[[Notable_Humans#Titanius_Aeson|&#039;&#039;&#039;Titanius Aeson&#039;&#039;&#039;]], the CEO and head of Hephaestus, is heavily loved among Unathi workers - being a huge muscular man, both men and women love him and his sheer strength. A booming voice and infamous love of cigars contributes to Aeson’s reputation as a literal titan of industry. Aeson’s status as a man that rose from the ranks is why the modern Hephaestus Industries is viewed as one of the better companies to work for in the engineering sector, with significant benefits being given to retain workers and ensure even hazardous work is done.&lt;br /&gt;
&lt;br /&gt;
==Laborers Guild==&lt;br /&gt;
Although not heavily centralized, the most populous guilds are the Laborers Guilds which often are restricted to lower-skill manual labor. There are often dozens of guilds in a city for different trades, from the Plumbing guild to the Barkeeping guild. The largest organized laborers guild is the Order of Stone Mining Guild, which has guild halls in every major Moghesian city.&lt;br /&gt;
&lt;br /&gt;
Often, since these laborer guilds are local, they are run by the clan most well known for that trade in the area. Sometimes small guilds will come together to form a larger guild, and have a shared guild hall. For example, the ‘Construction Guild’ may have several small guilds inside it, such as the plasterer’s guild, bricking guild, and electrician’s guild.&lt;br /&gt;
&lt;br /&gt;
==Bard’s Guild==&lt;br /&gt;
The Bard’s Guild is one of the most prestigious guilds to be a member of, with a heavy focus on poetry, music, and writing. Historically, the Bard’s Guild is known to only take in Nobles, however for every 50 nobles there is often 1 especially talented peasant allowed to join. The Bard’s Guild hall is located in the Noble District of Skalamar, the Izweski capital, and teaches traditional poetic thought.&lt;br /&gt;
&lt;br /&gt;
The Bard’s Guild is most popular for learning all Lore of the Unathi, notable enough to make songs and poetry of any Unathi worthy of a story. The Bard’s Guild has sparked controversy over releasing an epic on the life of Juzida Si’akh - of whom is thought to have cursed the previous Hegemon before his death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The House of Medicine==&lt;br /&gt;
The House of Medicine is a guild dedicated to professional medical treatment and education. Founded by Clan Ayzi, the House of Medicine operates out of the Skalamar University of Medicine. To graduate from Skalamar University is to become a member of the House of Medicine, which is a most prestigious title that often allows graduates to become personal physicians for lords all across Moghes. Even outside of Moghes, the House of Medicine has a clinic in Tau Ceti that will treat high-value Unathi at a hefty cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Fishing League==&lt;br /&gt;
The largest aquaculture guild in the Untouched Lands, the Fishing League is a primarily Sk&#039;akh guild that follows the Aspect of the Fisherman. Although the Sk&#039;akh faith is often seen as higher-class, the Fishing League is one of the best places for worshippers of Sk&#039;akh in the lower classes to become notable - spiritually, and societally.&lt;br /&gt;
&lt;br /&gt;
=Criminal Guilds=&lt;br /&gt;
Criminal Guilds are seedy, underbelly guilds often run by secretive clans of Unathi. Similar to human or tajaran ‘mafias’, these criminals have come together to operate outside the law. Notably, it’s known that these criminal guilds tend to recruit from the undesirable Guwan, using them as the major workforce of their organizations.&lt;br /&gt;
&lt;br /&gt;
In these underbelly Guilds, Guwandi are seen as a weapon of ritualistic - and honorable - assassination. When a member of the Guild goes against the Guild’s wishes, they are assumed to have taken the mantle of Guwandi, making them a target for other Guwandi that wish to restore their honor and ‘return to the guild’. This method has helped keep snitching on the Guilds to a minimum.&lt;br /&gt;
&lt;br /&gt;
==Shortclaw Clan==&lt;br /&gt;
The largest organization of thieves across the Untouched Lands, the Shortclaw Clan or Shortclaw Guild is infamous for having pulled off one of the most wide-scale thefts in Unathi history. In the year 2459, the Shortclaw Clan had every member, assumed to be in the thousands, all steal from thousands of clans across Moghes, Ouerea, and even some thefts being reported in Tau Ceti. This mass-theft is known as the &#039;&#039;&#039;Day of Gold&#039;&#039;&#039; by the Shortclaw, and the main focus was to steal ornamented weapons, armor, and jewelry from Nobles. &lt;br /&gt;
&lt;br /&gt;
Originally a small group of Guwan pickpockets in S&#039;th, the Shortclaw Clan has expanded its &#039;gang&#039; large enough to be considered a formidable organization - although a raggedy one. Ranging from small-time marketplace grabs to sneaking into Lord&#039;s halls and mansions, the life of a Shortclaw is extremely loose, with no home to tie you down. When moving from city to city, a Shortclaw can often find a fellow member by a single regular sign - either clipped claws, or a small wooden ring made to fit around the pinky.&lt;br /&gt;
&lt;br /&gt;
==The Shadow Service== &lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;The assassins of the Shadow are the claw at the end of a Noble&#039;s finger. Simply point, and they will honor their contract.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;The Shadow Service Headmaster.&#039;&#039;&lt;br /&gt;
[[File:Shadowservice.png|thumb|There are only whispers of scared Nobles - ones who know of the Shadow Service&#039;s &#039;services&#039;...]]&lt;br /&gt;
The Shadow Service is one of the larger underbelly guilds that does not use Guwan - instead, using hidden members of society or Guwandi who wish to regain their honor in a noble assassination duel. Utilizing a form of Unathi Breacher Suit, they are rumored to be capable of using active camouflage to be completely invisible. It is frowned upon by the Shadow Service to use this stealth capability for battle, and the enemy should always know they are being hunted by a member of the Shadow Service, and for what reason.&lt;br /&gt;
&lt;br /&gt;
The Shadow Service is one of the most gender-inclusive Guilds in Unathi society, with a perfect 50/50 split in men and women. As men harming women is seen as disrespectful, dishonorable, and downright terrible, the Shadow Service contracts women to kill women, and men to kill men. Depending on the situation required, the Shadow Service is said to send in a &#039;noble Assassin&#039; to complete the task. If the target is believed to be honorable, the assassin must act honorably - however if they have shown any signs of dishonorable act, they are open grounds for all out hunt. Acting honorably does not mean giving a fair fight, however - and many of these duels have been known to end in a single blow from the assassin.&lt;br /&gt;
&lt;br /&gt;
Publicly, &#039;assassins&#039; are known to exist - and tales of the Shadow Service circulate similar to the human &#039;Illuminati&#039; or the skrell &#039;Secret council&#039;. Peasants would have nothing to fear - with some even idolizing the stories of &#039;honorable assassins&#039; that enact righteous justice through heavy-handed, forced dueling. Richer noble clans would have a different view - one of fear, dangerous enough to warn their children about. It is said when a nobleman expects a visit from the Shadow, they will receive warning beforehand to allow the target to prepare to join the ancestors. When a woman is targeted by the Shadow Service, a female assassin will be sent instead. With killing women, they are held to a higher standard, and their body should be left &#039;presentable&#039; enough for a proper traditional Th&#039;akh funeral.&lt;br /&gt;
&lt;br /&gt;
The Shadow Service is expected to be one of the oldest non-politically aligned guilds on Moghes, believed to have existed 1500 years ago. Primarily thought to be Th&#039;akh, media has portrayed the Shadow Service as rampant blood-worshiping cultists. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Accent_deep_wastelander.png&amp;diff=15816</id>
		<title>File:Accent deep wastelander.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Accent_deep_wastelander.png&amp;diff=15816"/>
		<updated>2020-07-07T04:37:45Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: &lt;/p&gt;
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		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Accent_trad_pes.png&amp;diff=15815</id>
		<title>File:Accent trad pes.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Accent_trad_pes.png&amp;diff=15815"/>
		<updated>2020-07-07T04:37:37Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Accent_trad_noble.png&amp;diff=15814</id>
		<title>File:Accent trad noble.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Accent_trad_noble.png&amp;diff=15814"/>
		<updated>2020-07-07T04:37:29Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: &lt;/p&gt;
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		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Accent_heg_pes.png&amp;diff=15813</id>
		<title>File:Accent heg pes.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Accent_heg_pes.png&amp;diff=15813"/>
		<updated>2020-07-07T04:37:04Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Accent_heg_noble.png&amp;diff=15812</id>
		<title>File:Accent heg noble.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Accent_heg_noble.png&amp;diff=15812"/>
		<updated>2020-07-07T04:36:49Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: &lt;/p&gt;
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		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=15811</id>
		<title>Template:Navbox Unathi Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=15811"/>
		<updated>2020-07-07T04:28:15Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#34AF10&amp;quot; | [[Unathi|&amp;lt;span style=&amp;quot;color: White&amp;quot;&amp;gt;Unathi Lore Pages&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Planets and Systems&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Moghes]]  ·  [[Ouerea]]  ·  [[Uueoa-Esa]]  ·  [[Notable Unathi Colonies]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Factions&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Aut&#039;akh]]  ·  [[Unathi Guilds]]  ·  [[Grim Compact]]  ·  [[The Wasteland]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| History&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Unathi History]]  ·  [[Contact War]]  ·  [[Unathi Recent Events]]  ·  [[Notable Unathi]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Society and Culture&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Unathi]]  ·  [[Unathi Religion]] ·  [[Unathi Honor]]  ·  [[Unathi Military Structure]]  ·  [[Skalamar University Of Medicine]]&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=15810</id>
		<title>Unathi Guilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=15810"/>
		<updated>2020-07-07T04:23:17Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Unathi Lore}}&lt;br /&gt;
=The Trade Guilds=&lt;br /&gt;
&lt;br /&gt;
The Trade Guilds of the Hegemon are powerful organizations surrounding certain skills, or trades. Found in every city, these guilds operate out of Guild Halls, and skilled workers often join certain guilds to rise from peasantry into a higher social caste. It is much easier to join a guild if your Clan has been in the guild in the past - otherwise, joining a guild is slightly more difficult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_city.png|thumb|left|All cities are connected by the Merchant&#039;s Guild - and by its gold.]]&lt;br /&gt;
==Merchants Guild==&lt;br /&gt;
[[File:Imperial_run.png|300px|thumb|The Imperial Route, the economic battleground between Dominia and the Hegemony. Whoever controls the Imperial Route becomes the economic superpower in the region.]]&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Any Sinta finding work, will find it through me. Tau Ceti needs high-skilled laborers, strong workers, craftsmen and guildsmen of Moghes. Praise the name of Clan Razi when you find work with xenos.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Guildmaster Razi, first trillionaire Unathi.&#039;&#039;&lt;br /&gt;
The most powerful guild is the Merchant’s Guild, headed by Guildmaster Keicacu Razi, is most well known for popularizing Razi-snacks outside of Sinta space. With hundreds of years of ancestry, the Razi guild has been a powerful ally to Hegemon Not’zar Izweski, who has taken a liking to Guildmaster Razi’s daughter Hizoni.&lt;br /&gt;
&lt;br /&gt;
The Merchant’s Guild has managed to create and sustain a trade route from Moghes to Tau Ceti, this route being known as &#039;&#039;&#039;The Imperial Route&#039;&#039;&#039;. Competing with Dominian merchants, the route is known to have minor scuffles and skirmishes between the two nations. As well, the Merchant’s Guild is one of the only guilds with enough credits to sustainably have cargo shuttles off Moghes, meaning that other guilds have to go through them to sell to xeno civilizations. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Tau Ceti&#039;&#039;&#039;, the Merchant&#039;s Guild has constructed the largest guild hall in existence. Other guilds from Moghes can rent housing and space in the &#039;&#039;&#039;Grand Guild Hall&#039;&#039;&#039;, where hundreds of guilds attempt to have an influence in human space. Due to Nanotrasen&#039;s grip on the economy of Tau Ceti, guilds have a hard time finding work anywhere other than under Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Imperial Route&#039;&#039;&#039; - The Imperial Route is a bluespace lane contested between the Dominian Empire and the Izweski Hegemony, directly towards Tau Ceti - the two empires greatest connection to the rest of the galaxy. As both galactic nations have troubled diplomatic relations with each other, it is almost a constant skirmish when two opposed merchant escorts come close. Small-scale starship battles happen semi-frequently as almost every merchant has to defend their goods from enemy privateers.&lt;br /&gt;
&lt;br /&gt;
==[[Hephaestus_Industries|Hephaestus Industries]]==&lt;br /&gt;
[[File:hephaestuslogo1.png|The primary logo of Hephaestus Industries.|thumb]]&lt;br /&gt;
Unathi have often viewed Hephaestus Industries as one of the only honest corporations in the galaxy - whether it be simply the fact other corporations had once chance and failed, or a simple preference of aesthetic. Hephaestus is the only corporate entity allowed to operate in the Uueoa-Esa system, with other corporations like Nanotrasen only being allowed recruitment facilities.&lt;br /&gt;
&lt;br /&gt;
[[Notable_Humans#Titanius_Aeson|&#039;&#039;&#039;Titanius Aeson&#039;&#039;&#039;]], the CEO and head of Hephaestus, is heavily loved among Unathi workers - being a huge muscular man, both men and women love him and his sheer strength. A booming voice and infamous love of cigars contributes to Aeson’s reputation as a literal titan of industry. Aeson’s status as a man that rose from the ranks is why the modern Hephaestus Industries is viewed as one of the better companies to work for in the engineering sector, with significant benefits being given to retain workers and ensure even hazardous work is done.&lt;br /&gt;
&lt;br /&gt;
==Laborers Guild==&lt;br /&gt;
Although not heavily centralized, the most populous guilds are the Laborers Guilds which often are restricted to lower-skill manual labor. There are often dozens of guilds in a city for different trades, from the Plumbing guild to the Barkeeping guild. The largest organized laborers guild is the Order of Stone Mining Guild, which has guild halls in every major Moghesian city.&lt;br /&gt;
&lt;br /&gt;
Often, since these laborer guilds are local, they are run by the clan most well known for that trade in the area. Sometimes small guilds will come together to form a larger guild, and have a shared guild hall. For example, the ‘Construction Guild’ may have several small guilds inside it, such as the plasterer’s guild, bricking guild, and electrician’s guild.&lt;br /&gt;
&lt;br /&gt;
==Bard’s Guild==&lt;br /&gt;
The Bard’s Guild is one of the most prestigious guilds to be a member of, with a heavy focus on poetry, music, and writing. Historically, the Bard’s Guild is known to only take in Nobles, however for every 50 nobles there is often 1 especially talented peasant allowed to join. The Bard’s Guild hall is located in the Noble District of Skalamar, the Izweski capital, and teaches traditional poetic thought.&lt;br /&gt;
&lt;br /&gt;
The Bard’s Guild is most popular for learning all Lore of the Unathi, notable enough to make songs and poetry of any Unathi worthy of a story. The Bard’s Guild has sparked controversy over releasing an epic on the life of Juzida Si’akh - of whom is thought to have cursed the previous Hegemon before his death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The House of Medicine==&lt;br /&gt;
The House of Medicine is a guild dedicated to professional medical treatment and education. Founded by Clan Ayzi, the House of Medicine operates out of the Skalamar University of Medicine. To graduate from Skalamar University is to become a member of the House of Medicine, which is a most prestigious title that often allows graduates to become personal physicians for lords all across Moghes. Even outside of Moghes, the House of Medicine has a clinic in Tau Ceti that will treat high-value Unathi at a hefty cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Fishing League==&lt;br /&gt;
The largest aquaculture guild in the Untouched Lands, the Fishing League is a primarily Sk&#039;akh guild that follows the Aspect of the Fisherman. Although the Sk&#039;akh faith is often seen as higher-class, the Fishing League is one of the best places for worshippers of Sk&#039;akh in the lower classes to become notable - spiritually, and societally.&lt;br /&gt;
&lt;br /&gt;
=Criminal Guilds=&lt;br /&gt;
Criminal Guilds are seedy, underbelly guilds often run by secretive clans of Unathi. Similar to human or tajaran ‘mafias’, these criminals have come together to operate outside the law. Notably, it’s known that these criminal guilds tend to recruit from the undesirable Guwan, using them as the major workforce of their organizations.&lt;br /&gt;
&lt;br /&gt;
In these underbelly Guilds, Guwandi are seen as a weapon of ritualistic - and honorable - assassination. When a member of the Guild goes against the Guild’s wishes, they are assumed to have taken the mantle of Guwandi, making them a target for other Guwandi that wish to restore their honor and ‘return to the guild’. This method has helped keep snitching on the Guilds to a minimum.&lt;br /&gt;
&lt;br /&gt;
==Shortclaw Clan==&lt;br /&gt;
The largest organization of thieves across the Untouched Lands, the Shortclaw Clan or Shortclaw Guild is infamous for having pulled off one of the most wide-scale thefts in Unathi history. In the year 2459, the Shortclaw Clan had every member, assumed to be in the thousands, all steal from thousands of clans across Moghes, Ouerea, and even some thefts being reported in Tau Ceti. This mass-theft is known as the &#039;&#039;&#039;Day of Gold&#039;&#039;&#039; by the Shortclaw, and the main focus was to steal ornamented weapons, armor, and jewelry from Nobles. &lt;br /&gt;
&lt;br /&gt;
Originally a small group of Guwan pickpockets in S&#039;th, the Shortclaw Clan has expanded its &#039;gang&#039; large enough to be considered a formidable organization - although a raggedy one. Ranging from small-time marketplace grabs to sneaking into Lord&#039;s halls and mansions, the life of a Shortclaw is extremely loose, with no home to tie you down. When moving from city to city, a Shortclaw can often find a fellow member by a single regular sign - either clipped claws, or a small wooden ring made to fit around the pinky.&lt;br /&gt;
&lt;br /&gt;
==The Shadow Service== &lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;The assassins of the Shadow are the claw at the end of a Noble&#039;s finger. Simply point, and they will honor their contract.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;The Shadow Service Headmaster.&#039;&#039;&lt;br /&gt;
[[File:Shadowservice.png|thumb|There are only whispers of scared Nobles - ones who know of the Shadow Service&#039;s &#039;services&#039;...]]&lt;br /&gt;
The Shadow Service is one of the larger underbelly guilds that does not use Guwan - instead, using hidden members of society or Guwandi who wish to regain their honor in a noble assassination duel. Utilizing a form of Unathi Breacher Suit, they are rumored to be capable of using active camouflage to be completely invisible. It is frowned upon by the Shadow Service to use this stealth capability for battle, and the enemy should always know they are being hunted by a member of the Shadow Service, and for what reason.&lt;br /&gt;
&lt;br /&gt;
The Shadow Service is one of the most gender-inclusive Guilds in Unathi society, with a perfect 50/50 split in men and women. As men harming women is seen as disrespectful, dishonorable, and downright terrible, the Shadow Service contracts women to kill women, and men to kill men. Depending on the situation required, the Shadow Service is said to send in a &#039;noble Assassin&#039; to complete the task. If the target is believed to be honorable, the assassin must act honorably - however if they have shown any signs of dishonorable act, they are open grounds for all out hunt. Acting honorably does not mean giving a fair fight, however - and many of these duels have been known to end in a single blow from the assassin.&lt;br /&gt;
&lt;br /&gt;
Publicly, &#039;assassins&#039; are known to exist - and tales of the Shadow Service circulate similar to the human &#039;Illuminati&#039; or the skrell &#039;Secret council&#039;. Peasants would have nothing to fear - with some even idolizing the stories of &#039;honorable assassins&#039; that enact righteous justice through heavy-handed, forced dueling. Richer noble clans would have a different view - one of fear, dangerous enough to warn their children about. It is said when a nobleman expects a visit from the Shadow, they will receive warning beforehand to allow the target to prepare to join the ancestors. When a woman is targeted by the Shadow Service, a female assassin will be sent instead. With killing women, they are held to a higher standard, and their body should be left &#039;presentable&#039; enough for a proper traditional Th&#039;akh funeral.&lt;br /&gt;
&lt;br /&gt;
The Shadow Service is expected to be one of the oldest non-politically aligned guilds on Moghes, believed to have existed 1500 years ago. Primarily thought to be Th&#039;akh, media has portrayed the Shadow Service as rampant blood-worshiping cultists. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=TO DO ALONG WITH THIS:=&lt;br /&gt;
&lt;br /&gt;
Implement in-game &#039;Guild items&#039; - example being, a Guild-specific toolbelt from the Laborers, a specific labcoat or robe for the House of Medicine, and maybe even an intricate set of suits, a cane, or something REALLY gold for command members that want to be a Merchant&#039;s Guild member.&lt;br /&gt;
&lt;br /&gt;
Add guild &#039;patches&#039; or bracelets or something to go along with the above items. &lt;br /&gt;
&lt;br /&gt;
Rework the &#039;Economy&#039; part of the main page that includes Guild stuff, maybe send it here.&lt;br /&gt;
&lt;br /&gt;
Find other instances for places to insert guild lore into, so it&#039;s not just its own page and is instead connected all around. If anyone can find a good spot to insert one of the guilds, speak up in lore chats :)&lt;br /&gt;
&lt;br /&gt;
Do BETTER ART because this art is just stand-in that took 5 minutes&lt;br /&gt;
&lt;br /&gt;
DEFINITELY expand Merchant&#039;s Guild stuff - Merchant&#039;s Guild is the strongest and biggest so I want to show that.&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Obsidian-sept.jpg&amp;diff=15808</id>
		<title>File:Obsidian-sept.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Obsidian-sept.jpg&amp;diff=15808"/>
		<updated>2020-07-07T04:02:13Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: by sleepy wolf#6669 on discord.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by sleepy wolf#6669 on discord.&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Maraziite_attack.png&amp;diff=15806</id>
		<title>File:Maraziite attack.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Maraziite_attack.png&amp;diff=15806"/>
		<updated>2020-07-07T03:11:44Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: Drawn by Sleepy Wolf#6669 on discord.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drawn by Sleepy Wolf#6669 on discord.&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=15804</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=15804"/>
		<updated>2020-07-07T01:56:48Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Accents */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
The languages of the known Galaxy are diverse. While many regional languages exist, there are few major languages which are of particular note for their large number of native speakers and status as official administrative and official species languages by governments and transtellars.&lt;br /&gt;
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==Human languages==&lt;br /&gt;
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===Sol Common===&lt;br /&gt;
With its roots in Mandarin Chinese, Common evolved as the official language of the Sol Alliance, with officials working to tie it together with a common tongue. It&#039;s spoken by state officials, taught in schools, and spoken by those who either feel a sense of national pride in the Alliance or otherwise fell sway to the culture. It became the Alliance&#039; official language in 2105.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Accent_sol.png]] &#039;&#039;&#039;Sol Native&#039;&#039;&#039;: The typical Solarian accent has a hundred tiny variants and can be found on a multitude of planets in countless systems, and is often simply regarded as “the accent of humanity” due to its prevalence. It can be found on planets as prominent as Earth or as obscure as settlements of only a few million in the Sol Alliance’s Outer Ring.&lt;br /&gt;
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* [[File:Accent_luna.png]] &#039;&#039;&#039;Lunarian&#039;&#039;&#039;: The Lunarian accent is regarded throughout the Sol Alliance, and beyond, as a distinctive mark of being Lunarian. The accent is extremely hard for immigrants to Luna to pick up and replicate, and is carefully maintained by Lunarians abroad to keep their accent distinct. It is essentially impossible for a human not living on Luna to replicate a Lunarian accent, andit is considered a major faux paus to pretend to have one. Many Idris Incorporated IPCs are programmed with Lunarian accents to make them seem high-class in both appearance and in accent.&lt;br /&gt;
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* [[File:Accent_silversun.png]] &#039;&#039;&#039;Native Silversun&#039;&#039;&#039;: The native accent of Silversun is a sing-songy take on standard Sol Common that has, since massive investment into the planet by Idris Incorporated, come to be associated with the planet’s renowned tourism industry. Many native residents of Silversun are bitter that their accent - and planet - are seen as nothing more than an enormous vacation retreat by the greater Orion Spur.&lt;br /&gt;
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* [[File:Accent_Konyang.png]] &#039;&#039;&#039;Konyanger&#039;&#039;&#039;: The Konyanger Common accent is quite similar to standard Sol Common, but has drawn some influence from Freespeak due to Konyang’s position near the border between the Sol Alliance and the Coalition of Colonies. A significant number of IPCs possess a Konyanger accent, due to the planet being the origin of IPCs and a major producer of them.&lt;br /&gt;
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* [[File:Accent_nhp.png]] &#039;&#039;&#039;New Hai Phongese&#039;&#039;&#039;: New Hai Phongese Common is, compared to the typical Sol Common accent, much more tonal. This has lent it a distinctive pattern of speech that is easy to tell apart from the standard Sol Common accent associated with the Solarian core worlds.The accent is often imitated by performers, particularly musicians, due to its unique tonal style. Due to the hazardous environmental conditions present on New Hai Phong, many residents of New Hai Phong carry another distinctive auditory cue: coughing and wheezing due to asthma.&lt;br /&gt;
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* [[File:Accent_mars.png]] &#039;&#039;&#039;Martian Common&#039;&#039;&#039;: Martian Common is a more guttural form of Sol Common that borrows some elements of Freespeak. The distinctive accent is, as a result, looked down upon as a “hick” dialect on Luna and Venus and regarded as the dialect of quarrelsome and annoying Martians elsewhere. Some Martians go to great lengths to hide their accents due to this reputation, which is still alive in the Republic of Biesel despite its separation from the greater Sol Alliance.&lt;br /&gt;
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* [[File:Accent_himeo.png]] &#039;&#039;&#039;Himean&#039;&#039;&#039;: Himean Common is more guttural and harsh-sounding than the typical Sol Common accent, due to Himeo’s position in the Coalition of Colonies. The Himean accent and its distinctive guttural method of speaking are easily distinguishable from other Sol Common speakers, even when speaking Tau Ceti Basic or Freespeak. Himean Common has the unusual reputation of making its speaker always sound angry, no matter their mood, due to its more guttural nature.&lt;br /&gt;
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* [[File:Accent_venus_surfacer.png]] &#039;&#039;&#039;Cytherean&#039;&#039;&#039;: Venusian Common (referred to as Cytherean Common on Venus itself) is often regarded as the “most common” form of Sol Common due to the prevalence of its entertainment industry. It sounds extremely similar to Earthbound Sol Common. Many high-end entertainment IPCs used throughout human space come pre-programmed with this accent, due to its association with the Venusian entertainment industry.&lt;br /&gt;
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* [[File:Accent_venus_under.png]] &#039;&#039;&#039;Jintarian&#039;&#039;&#039;: Jintarian Common is looked down upon on Venus itself for its association with Venusian surfacers, and is often used by the planet’s entertainment industry to mark a character as villainous or untrustworthy. As a result, it is often looked down upon throughout human space.&lt;br /&gt;
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===Tau Ceti Basic/Common===&lt;br /&gt;
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A spiritual successor of Esperanto, established in 2404 in Tau Ceti by Ceti intellectuals. Its unique, fully customized alphabet and structure allow it to be spoken even by most alien species. It&#039;s the official language of Tau Ceti and has growing traction in diplomatic circles and Universalists across human space. It is the most common trade language in human space and the official language of commerce in the Sol Alliance and numerous systems as well as being heavily promoted in non-human business schools.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Accent_biesel.png]] &#039;&#039;&#039;Biesellite&#039;&#039;&#039;: Often described as the “true” way of speaking Tau Ceti Basic, the Biesellite accent is easy to reproduce due to the phonetics of TCB.&lt;br /&gt;
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* [[File:Accent_elyra.png]] &#039;&#039;&#039;Elyran&#039;&#039;&#039;: The typical Elyran accent is an odd combination of Tau Ceti Basic and Sol Common due to the Republic’s independence from the Sol Alliance. The standard language of the Republic of Elyra is Elyran Common, a variation upon standard Sol Common that is closer to Tau Ceti Basic than other Sol Common dialects.&lt;br /&gt;
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* [[File:Accent_newgibson.png]] &#039;&#039;&#039;New Gibsoner&#039;&#039;&#039;: The New Gibsoner accent is very close to the accent of Tau Ceti proper, due to the nature of the planet’s colonization. However, New Gibsoners are known for talking with a faster and more clipped accent than those from Biesel and, at times, sound as if they are tripping over their words due to the rapid pace at which they speak.&lt;br /&gt;
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===Tradeband===&lt;br /&gt;
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Descended from latin and romance languages of old Earth, Tradeband remains the main tongue of the upper class of humanity. The language sounds elegant and well structured to most ears. It remains in popular use with traders, diplomats, and those seeking to hold onto a piece of a romantic past. It gained Sol Alliance recognized legal status in 2317 and is prominent in systems that have historically been major centers of trade.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Accent_eridani_suit.png]] &#039;&#039;&#039;Eridanian&#039;&#039;&#039;: The accent of Eridanian “suits” is almost universally looked upon as the accent of corporate excellence throughout the Sol Alliance and Republic of Biesel. Speaking with this accent is a surefire way to get one’s foot into the door in the corporate world, and wealthier Suits often devote time and resources to refining their accent to be more properly Eridanian.&lt;br /&gt;
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* [[File:Accent_dominia.png]] &#039;&#039;&#039;Vulgar Morozi&#039;&#039;&#039;: The most common Dominian accent is Vulgar Morozi, a variation of Sol Common found upon Moroz itself. Dominian-spoken Sol Common and Tau Ceti Basic are both heavily influenced by Tradeband, the common language of both human and unathi nobility in the Empire. Vulgar Morozi has regional variations on the colonies of the Dominian Empire, and in the rebellious Morozian region of Fisanduh. The Fisanduhian accent is considered to be a distinctive higher-pitched variation of Vulgar Morozi that is often suppressed by insurgents to better blend in with the greater Imperial population.&lt;br /&gt;
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* [[File:Accent_jupiter.png]] &#039;&#039;&#039;Jovian&#039;&#039;&#039;: The Jovian accent is an odd mish-mash of accents from Jupiter’s various moons, and has heavy variation on each of the moons. On Idris Incorporated-dominated Europa, the Jovian accent often takes on traces of Tradeband due to the amount of high-income tourism, while the Castillean Jovian accent is known for the rapid, breathless pace at which it is typically spoken. Ganymede is often seen as the “standard” Jovian accent, though some on Castillo vehemently believe that the Castillian accent should be the standard.&lt;br /&gt;
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===Freespeak===&lt;br /&gt;
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A language of renegades and frontiersmen descending from various languages from Earth like Hindi combined into a multi-rooted jumble that sounds incoherent or even barbarian to non-native speakers. This language is the only common cultural identity for humans in the frontier. Speaking this language in itself boldly declares the speaker a free spirit. Often called &#039;Gutter&#039; by Alliance citizens. It was Recognized by Sol Alliance as a spoken language in 2321. Considered a &#039;rough, informal&#039; language, Freespeak is believed to have evolved in Martian slums, quickly spreading throughout the Galaxy. It is prominent in working class settlements across human space leading it to be the most common language in the frontier and second most common in the outer rim of known space. It is one of the few frontier cultural identity pieces.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Accent_coalition.png]] &#039;&#039;&#039;Xanusian/Coalition Standard&#039;&#039;&#039;: The frontier is home to an unknowably vast amount of humans and settlements, covering everything from small outposts of only a few hundred to major planets such as Xanu Prime. The Frontiersfolk are as diverse as their accents are, but the most common “frontier accent” is generally regarded as that of Xanu Prime - the arguable capital of the massive Coalition of Colonies.&lt;br /&gt;
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* [[File:Accent_scarabs.png]] &#039;&#039;&#039;Scarabs&#039;&#039;&#039;: The common accent of the Scarab Fleet has dozens, perhaps hundreds, of small variations due to the Fleet itself being spread throughout a massive number of individual ships, most of which have their own unique variations upon the standard Scarab accent.&lt;br /&gt;
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* [[File:Accent_eridani_dreg.png]] &#039;&#039;&#039;Eridanian, Dreg&#039;&#039;&#039;: The Eridanian “dreg” accent is almost universally looked upon as the accent of petty criminals and ne’er-do-wells throughout the Orion Spur. Speaking with this accent in the proximity of most humans is a surefire way to gain their suspicion, and those speaking with this accent often find themselves under enhanced security surveillance in corporate facilities. Eagle Corp, one of the major employers of dregs in Eridani, devotes a significant amount of its training to making its dreg recruits drop this distinctive accent.&lt;br /&gt;
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* [[File:Accent_vysoka.png]] &#039;&#039;&#039;Vysokan&#039;&#039;&#039;: The typical Vyoskan accent is regarded as a throatier and harsher variation of Freespeak, with the planetary accent possessing many harsh tones. Some non-Vysokans have noted that the accent sounds similar to Himean Common at times, due to both accents being more guttural than average. However, the Vysokan accent remains distinctive from Himean Common due to its roots in Freespeak rather than Sol Common.&lt;br /&gt;
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==Tajaran languages==&lt;br /&gt;
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===Siik&#039;maas===&lt;br /&gt;
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Siik&#039;maas is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the [[Tajaran History#Migration Period|Migration Age]] and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
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It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite it focusing more on spoken word than others, some of the vocabulary requires subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Siktag.png]] &#039;&#039;&#039;Republican Siik&#039;maas&#039;&#039;&#039;: the dialect of north and central Ras&#039;nrr. It was spoken by the Hadii dynasty and its subjects before being adopted as the official version of the [[People&#039;s Republic of Adhomai|People&#039;s Republic]] Siik&#039;maas. This variation is taught in all Republican schools since the end of the first revolution and is considered as the most pure and correct form. PRA citizens are encouraged to learn and adopt it, as speaking another accent is frowned upon. It is notable for its unusually rigid grammatical construction as opposed to most other Adhomian dialects. Republican Siik’maas is the language of Hadiist loyalists, both in and outside of S&#039;rand&#039;marr.&lt;br /&gt;
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* [[File:Siiknazira.png]] &#039;&#039;&#039;Nazira Siik&#039;maas&#039;&#039;&#039;: the native to the southern regions of Ras&#039;nrr. This accent is the oldest and most solemn form of Siik&#039;maas, avoiding contractions of words and speaking its sentences slowly. It is commonly associated with the [[S&#039;rendarr and Messa|church of S&#039;rand&#039;marr]], due to its proximity to Sana Sahira. Priests are taught to replicate this dialect when conducting religious service.&lt;br /&gt;
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* [[File:Tajcrevan.png]] &#039;&#039;&#039;Crevan Creole&#039;&#039;&#039;: once the dialect of merchants and sailors across all Adhomai. Born from the melting pot that is [[Crevus]], where Tajara from all the planet would bring and mix their cultures. Thanks to the importance of the city during its trading age, it can be found in most Tajara ports as well. Crevan Creole is known for its heavy focus on nasal sounds, with many Adhomian comedians parodying it.&lt;br /&gt;
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* [[File:Dprasiik.png]] &#039;&#039;&#039;Das&#039;nrra Siik&#039;maas&#039;&#039;&#039;: found on the island of Das’nrra, this accent is famous for its emphasis at the end of vowels and uncommon pronunciation of glottal stops. While tracing its origins back to the rural population, it was shaped by the urban workers that emerged after the first revolution. It is associated with Democratic People’s Republic citizens and its offworld community.&lt;br /&gt;
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* [[File:Nkasiik.png]] &#039;&#039;&#039;High-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: used by the natives of northern Harr&#039;masir. It is deemed to be a rustic and harsh-sounding form of siik&#039;maas; the accent is associated with peasants and uneducated Tajara. It is the most common dialect among [[New Kingdom of Adhomai]] commoners. The nobility usually attempts to mask this accent due to its relationship with the common people. It is also spoken by the New Kingdom population living in Tau Ceti.&lt;br /&gt;
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* [[File:Lowerrasiik.png]] &#039;&#039;&#039;Lower-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: native to the southern area of Harr&#039;masir. In comparison to other Siik&#039;maas dialects - it is the one that deviates the most from the standard version. Due to Republican propaganda, it has gained the fame of being the tongue of criminals and guerrilla fighters. Most speakers are [[Democratic People&#039;s Republic of Adhomai]] citizens. Its words are spoken in a hushed manner.&lt;br /&gt;
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* [[File:Amohdasiik.png]] &#039;&#039;&#039;Amohdan Siik’maas&#039;&#039;&#039;: spoken by the Tajara from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|island of Amohda]]. Despite past Republican attempts to destroy this dialect; it survived and is now undergoing a period of revival by Amohdan nationalists. It can also be found in the New kingdom because of the Amohda Exiles. Due to royalist influence, it has many Ya’ssa loan words. Amohdan Siik’maas has a characteristic drawl tone to it.&lt;br /&gt;
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===Siik&#039;tajr===&lt;br /&gt;
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&#039;&#039;&#039;Siik&#039;tajr&#039;&#039;&#039; is the opposite of Siik&#039;mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
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===Delvahhi===&lt;br /&gt;
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Delvahhi is a language closely related to the Zhan-Khazan Tajara. It is still widely used in religious ceremonies dedicated to Ma&#039;take and amongst settlements comprised mostly of Zhan-Khazan. It is also the favored language of farmers, who have adopted it in the wake of government intrusions into the agricultural industry of Adhomai. It is considered a subversive tongue by People&#039;s Republic authorities.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Delvahi.png]] &#039;&#039;&#039;Rural Delvahhi&#039;&#039;&#039;: the form of Delvahhi spoken by settled Zhan-Khazan communities. It has been heavily influenced by Siik’maas. It is also used as the liturgical language by some Ma’ta’ke priests. Rural Delvahhi speakers usually speak siik’maas with a slower and throaty tone.&lt;br /&gt;
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* [[File:Nomadspeak.png]] &#039;&#039;&#039;Nomadic Delvahhi&#039;&#039;&#039;: the version of Delvahhi used by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]]. It emerged after the breakup in the primordial Zhan-Khazan population. Unlike the rural dialect, it remained relatively unchanged over time. It is far more guttural and brief than its sister tongue. &lt;br /&gt;
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===Nal&#039;rasan ===&lt;br /&gt;
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Siik&#039;maas and Siik&#039;tajr were always widely used by M&#039;sai, but the body-focused language of Nal&#039;rasan was their creation. Because the mrowling and vocal expressions of Siik&#039;maas could sometimes alert prey to their presence and drive them away, hunting parties adopted this language to prevent such a thing from occurring. Rebel sects saw the use of this language and made use of it for covert discussions and the transmission of highly classified information before and during the Great War.&lt;br /&gt;
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===Ya&#039;ssa===&lt;br /&gt;
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Siik&#039;maas was the widely spoken language of Njarir, though amongst themselves they preferred to use the Ya&#039;ssa dialect. Presumed to be the traditional tongue of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient dialects. Hadii members have been recorded to still use Ya&#039;ssa, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse until its revival by the New Kingdom of Adhomai.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Oldyassa.png]] &#039;&#039;&#039;Old Ya’ssa&#039;&#039;&#039;: the tongue of the old Tajaran nobility, spoken by those who were born before the first revolution. It differs from the modern Ya’ssa by having a far more complex set of rules, long-drawn-out sentences and compound words. Old Ya’ssa is a dying tongue; as the version taught by the New Kingdom of Adhomai has mostly replaced it in the post-revolution noble generation.&lt;br /&gt;
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==Unathi languages==&lt;br /&gt;
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===Sinta&#039;Unathi===&lt;br /&gt;
The common language of Izweski-controlled Moghes, composed of sibilant hisses and rattles. Historically, it is a symbol of the Izweski Hegemony&#039;s domination across half the planet of Moghes. It is believed to be the language of &#039;&#039;&#039;&amp;quot;the civilized Unathi&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:accent_heg_noble.png]] &#039;&#039;&#039;Hegemonic Noble&#039;&#039;&#039;: The Noble Hegemonic accent is eloquent and flowing, staying near the front of the mouth. Airy and filled with hissing, this accent requires birth-right or years of practice to properly convey. The families of Lords, Sk&#039;akh Priests, noble warriors, and some merchants will often share this accent, and will mostly find the Sinta&#039;Azaziba language and Traditionalist accent more savage. The Noble Hegemonic accent is primarily found in the Untouched Lands, and originates from the Sinta&#039;Unathi language.&lt;br /&gt;
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* [[File:accent_heg_pes.png]] &#039;&#039;&#039;Hegemonic Peasant&#039;&#039;&#039;: Lowborn guilds-workers, first-generation merchants, simple warrior levymen, and hundreds of other tasks for the common Clans - this is the most common accent for Unathi, stereotypically. It still holds a slight air of royalty to it compared to the Traditional accents. It is most commonly found in the crowded Untouched Lands and in colonies. It originates from the Sinta&#039;Unathi language. &lt;br /&gt;
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===Sinta&#039;Azaziba===&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. It was notable for being the primary language of the now eradicated Coalition of Kingdoms against the Izweski Hegemony.&lt;br /&gt;
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Because of its history against the Izweski Hegemony, Sinta&#039;Azaziba is looked down upon as the language of &#039;savages&#039; and &#039;wastelanders&#039;. In reality, it is a language filled with culture and traditional beauty that helps many Unathi cling to their ancestral language.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:accent_trad_noble.png]] &#039;&#039;&#039;Traditional Noble&#039;&#039;&#039;: A more guttural, droning accent - although one that would demand respect on Moghes before the Contact War, and still demands it in the Wasteland. Primarily born from the guttural intonations and physical movement required to communicate in Sinta&#039;Azaziba, this Noble Traditional accent requires clan-training from a family member or shaman - and has become either a sign of survival or defeat to most who see this ancient accent fading from existence.&lt;br /&gt;
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* [[File:accent_trad_pes.png]] &#039;&#039;&#039;Traditional Peasant&#039;&#039;&#039;: Primarily derived from the guttural intonations and physical movement of Sinta&#039;Azaziba, common Unathi from the Wasteland would have this grittier speech pattern. Although filled with variety due to the multitude of kingdoms composed in the Wasteland, the borders of where these accents used to be set no longer exist and have simply become what it is now, struggling to find identity.&lt;br /&gt;
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* [[File:accent_deep_wastelander.png]] &#039;&#039;&#039;Deep Wastelander&#039;&#039;&#039;: Deep within the Wasteland, the most savage lands dominated by bandits, death cults, and nomadic peoples that have lost any connection to their ancestors culturally.  The Deep Wasteland accent comes from a disconnection to original talking styles, and adds in more aggressive speech patterns. To both Hegemonic and Traditionalist, the Deep Wastelander accent is the sign of an individual who has grown up without a home or clan that could have taught them an ancestral dialect. The accent is apparent in both Sinta&#039;Unathi and Sinta&#039;Azaziba.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=15803</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=15803"/>
		<updated>2020-07-07T01:54:19Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Accents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
The languages of the known Galaxy are diverse. While many regional languages exist, there are few major languages which are of particular note for their large number of native speakers and status as official administrative and official species languages by governments and transtellars.&lt;br /&gt;
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==Human languages==&lt;br /&gt;
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===Sol Common===&lt;br /&gt;
With its roots in Mandarin Chinese, Common evolved as the official language of the Sol Alliance, with officials working to tie it together with a common tongue. It&#039;s spoken by state officials, taught in schools, and spoken by those who either feel a sense of national pride in the Alliance or otherwise fell sway to the culture. It became the Alliance&#039; official language in 2105.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Accent_sol.png]] &#039;&#039;&#039;Sol Native&#039;&#039;&#039;: The typical Solarian accent has a hundred tiny variants and can be found on a multitude of planets in countless systems, and is often simply regarded as “the accent of humanity” due to its prevalence. It can be found on planets as prominent as Earth or as obscure as settlements of only a few million in the Sol Alliance’s Outer Ring.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_luna.png]] &#039;&#039;&#039;Lunarian&#039;&#039;&#039;: The Lunarian accent is regarded throughout the Sol Alliance, and beyond, as a distinctive mark of being Lunarian. The accent is extremely hard for immigrants to Luna to pick up and replicate, and is carefully maintained by Lunarians abroad to keep their accent distinct. It is essentially impossible for a human not living on Luna to replicate a Lunarian accent, andit is considered a major faux paus to pretend to have one. Many Idris Incorporated IPCs are programmed with Lunarian accents to make them seem high-class in both appearance and in accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_silversun.png]] &#039;&#039;&#039;Native Silversun&#039;&#039;&#039;: The native accent of Silversun is a sing-songy take on standard Sol Common that has, since massive investment into the planet by Idris Incorporated, come to be associated with the planet’s renowned tourism industry. Many native residents of Silversun are bitter that their accent - and planet - are seen as nothing more than an enormous vacation retreat by the greater Orion Spur.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_Konyang.png]] &#039;&#039;&#039;Konyanger&#039;&#039;&#039;: The Konyanger Common accent is quite similar to standard Sol Common, but has drawn some influence from Freespeak due to Konyang’s position near the border between the Sol Alliance and the Coalition of Colonies. A significant number of IPCs possess a Konyanger accent, due to the planet being the origin of IPCs and a major producer of them.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_nhp.png]] &#039;&#039;&#039;New Hai Phongese&#039;&#039;&#039;: New Hai Phongese Common is, compared to the typical Sol Common accent, much more tonal. This has lent it a distinctive pattern of speech that is easy to tell apart from the standard Sol Common accent associated with the Solarian core worlds.The accent is often imitated by performers, particularly musicians, due to its unique tonal style. Due to the hazardous environmental conditions present on New Hai Phong, many residents of New Hai Phong carry another distinctive auditory cue: coughing and wheezing due to asthma.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_mars.png]] &#039;&#039;&#039;Martian Common&#039;&#039;&#039;: Martian Common is a more guttural form of Sol Common that borrows some elements of Freespeak. The distinctive accent is, as a result, looked down upon as a “hick” dialect on Luna and Venus and regarded as the dialect of quarrelsome and annoying Martians elsewhere. Some Martians go to great lengths to hide their accents due to this reputation, which is still alive in the Republic of Biesel despite its separation from the greater Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_himeo.png]] &#039;&#039;&#039;Himean&#039;&#039;&#039;: Himean Common is more guttural and harsh-sounding than the typical Sol Common accent, due to Himeo’s position in the Coalition of Colonies. The Himean accent and its distinctive guttural method of speaking are easily distinguishable from other Sol Common speakers, even when speaking Tau Ceti Basic or Freespeak. Himean Common has the unusual reputation of making its speaker always sound angry, no matter their mood, due to its more guttural nature.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_venus_surfacer.png]] &#039;&#039;&#039;Cytherean&#039;&#039;&#039;: Venusian Common (referred to as Cytherean Common on Venus itself) is often regarded as the “most common” form of Sol Common due to the prevalence of its entertainment industry. It sounds extremely similar to Earthbound Sol Common. Many high-end entertainment IPCs used throughout human space come pre-programmed with this accent, due to its association with the Venusian entertainment industry.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_venus_under.png]] &#039;&#039;&#039;Jintarian&#039;&#039;&#039;: Jintarian Common is looked down upon on Venus itself for its association with Venusian surfacers, and is often used by the planet’s entertainment industry to mark a character as villainous or untrustworthy. As a result, it is often looked down upon throughout human space.&lt;br /&gt;
&lt;br /&gt;
===Tau Ceti Basic/Common===&lt;br /&gt;
&lt;br /&gt;
A spiritual successor of Esperanto, established in 2404 in Tau Ceti by Ceti intellectuals. Its unique, fully customized alphabet and structure allow it to be spoken even by most alien species. It&#039;s the official language of Tau Ceti and has growing traction in diplomatic circles and Universalists across human space. It is the most common trade language in human space and the official language of commerce in the Sol Alliance and numerous systems as well as being heavily promoted in non-human business schools.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_biesel.png]] &#039;&#039;&#039;Biesellite&#039;&#039;&#039;: Often described as the “true” way of speaking Tau Ceti Basic, the Biesellite accent is easy to reproduce due to the phonetics of TCB.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_elyra.png]] &#039;&#039;&#039;Elyran&#039;&#039;&#039;: The typical Elyran accent is an odd combination of Tau Ceti Basic and Sol Common due to the Republic’s independence from the Sol Alliance. The standard language of the Republic of Elyra is Elyran Common, a variation upon standard Sol Common that is closer to Tau Ceti Basic than other Sol Common dialects.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_newgibson.png]] &#039;&#039;&#039;New Gibsoner&#039;&#039;&#039;: The New Gibsoner accent is very close to the accent of Tau Ceti proper, due to the nature of the planet’s colonization. However, New Gibsoners are known for talking with a faster and more clipped accent than those from Biesel and, at times, sound as if they are tripping over their words due to the rapid pace at which they speak.&lt;br /&gt;
&lt;br /&gt;
===Tradeband===&lt;br /&gt;
&lt;br /&gt;
Descended from latin and romance languages of old Earth, Tradeband remains the main tongue of the upper class of humanity. The language sounds elegant and well structured to most ears. It remains in popular use with traders, diplomats, and those seeking to hold onto a piece of a romantic past. It gained Sol Alliance recognized legal status in 2317 and is prominent in systems that have historically been major centers of trade.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_eridani_suit.png]] &#039;&#039;&#039;Eridanian&#039;&#039;&#039;: The accent of Eridanian “suits” is almost universally looked upon as the accent of corporate excellence throughout the Sol Alliance and Republic of Biesel. Speaking with this accent is a surefire way to get one’s foot into the door in the corporate world, and wealthier Suits often devote time and resources to refining their accent to be more properly Eridanian.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_dominia.png]] &#039;&#039;&#039;Vulgar Morozi&#039;&#039;&#039;: The most common Dominian accent is Vulgar Morozi, a variation of Sol Common found upon Moroz itself. Dominian-spoken Sol Common and Tau Ceti Basic are both heavily influenced by Tradeband, the common language of both human and unathi nobility in the Empire. Vulgar Morozi has regional variations on the colonies of the Dominian Empire, and in the rebellious Morozian region of Fisanduh. The Fisanduhian accent is considered to be a distinctive higher-pitched variation of Vulgar Morozi that is often suppressed by insurgents to better blend in with the greater Imperial population.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_jupiter.png]] &#039;&#039;&#039;Jovian&#039;&#039;&#039;: The Jovian accent is an odd mish-mash of accents from Jupiter’s various moons, and has heavy variation on each of the moons. On Idris Incorporated-dominated Europa, the Jovian accent often takes on traces of Tradeband due to the amount of high-income tourism, while the Castillean Jovian accent is known for the rapid, breathless pace at which it is typically spoken. Ganymede is often seen as the “standard” Jovian accent, though some on Castillo vehemently believe that the Castillian accent should be the standard.&lt;br /&gt;
&lt;br /&gt;
===Freespeak===&lt;br /&gt;
&lt;br /&gt;
A language of renegades and frontiersmen descending from various languages from Earth like Hindi combined into a multi-rooted jumble that sounds incoherent or even barbarian to non-native speakers. This language is the only common cultural identity for humans in the frontier. Speaking this language in itself boldly declares the speaker a free spirit. Often called &#039;Gutter&#039; by Alliance citizens. It was Recognized by Sol Alliance as a spoken language in 2321. Considered a &#039;rough, informal&#039; language, Freespeak is believed to have evolved in Martian slums, quickly spreading throughout the Galaxy. It is prominent in working class settlements across human space leading it to be the most common language in the frontier and second most common in the outer rim of known space. It is one of the few frontier cultural identity pieces.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_coalition.png]] &#039;&#039;&#039;Xanusian/Coalition Standard&#039;&#039;&#039;: The frontier is home to an unknowably vast amount of humans and settlements, covering everything from small outposts of only a few hundred to major planets such as Xanu Prime. The Frontiersfolk are as diverse as their accents are, but the most common “frontier accent” is generally regarded as that of Xanu Prime - the arguable capital of the massive Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_scarabs.png]] &#039;&#039;&#039;Scarabs&#039;&#039;&#039;: The common accent of the Scarab Fleet has dozens, perhaps hundreds, of small variations due to the Fleet itself being spread throughout a massive number of individual ships, most of which have their own unique variations upon the standard Scarab accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_eridani_dreg.png]] &#039;&#039;&#039;Eridanian, Dreg&#039;&#039;&#039;: The Eridanian “dreg” accent is almost universally looked upon as the accent of petty criminals and ne’er-do-wells throughout the Orion Spur. Speaking with this accent in the proximity of most humans is a surefire way to gain their suspicion, and those speaking with this accent often find themselves under enhanced security surveillance in corporate facilities. Eagle Corp, one of the major employers of dregs in Eridani, devotes a significant amount of its training to making its dreg recruits drop this distinctive accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_vysoka.png]] &#039;&#039;&#039;Vysokan&#039;&#039;&#039;: The typical Vyoskan accent is regarded as a throatier and harsher variation of Freespeak, with the planetary accent possessing many harsh tones. Some non-Vysokans have noted that the accent sounds similar to Himean Common at times, due to both accents being more guttural than average. However, the Vysokan accent remains distinctive from Himean Common due to its roots in Freespeak rather than Sol Common.&lt;br /&gt;
&lt;br /&gt;
==Tajaran languages==&lt;br /&gt;
&lt;br /&gt;
===Siik&#039;maas===&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the [[Tajaran History#Migration Period|Migration Age]] and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
&lt;br /&gt;
It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite it focusing more on spoken word than others, some of the vocabulary requires subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
&lt;br /&gt;
* [[File:Siktag.png]] &#039;&#039;&#039;Republican Siik&#039;maas&#039;&#039;&#039;: the dialect of north and central Ras&#039;nrr. It was spoken by the Hadii dynasty and its subjects before being adopted as the official version of the [[People&#039;s Republic of Adhomai|People&#039;s Republic]] Siik&#039;maas. This variation is taught in all Republican schools since the end of the first revolution and is considered as the most pure and correct form. PRA citizens are encouraged to learn and adopt it, as speaking another accent is frowned upon. It is notable for its unusually rigid grammatical construction as opposed to most other Adhomian dialects. Republican Siik’maas is the language of Hadiist loyalists, both in and outside of S&#039;rand&#039;marr.&lt;br /&gt;
&lt;br /&gt;
* [[File:Siiknazira.png]] &#039;&#039;&#039;Nazira Siik&#039;maas&#039;&#039;&#039;: the native to the southern regions of Ras&#039;nrr. This accent is the oldest and most solemn form of Siik&#039;maas, avoiding contractions of words and speaking its sentences slowly. It is commonly associated with the [[S&#039;rendarr and Messa|church of S&#039;rand&#039;marr]], due to its proximity to Sana Sahira. Priests are taught to replicate this dialect when conducting religious service.&lt;br /&gt;
&lt;br /&gt;
* [[File:Tajcrevan.png]] &#039;&#039;&#039;Crevan Creole&#039;&#039;&#039;: once the dialect of merchants and sailors across all Adhomai. Born from the melting pot that is [[Crevus]], where Tajara from all the planet would bring and mix their cultures. Thanks to the importance of the city during its trading age, it can be found in most Tajara ports as well. Crevan Creole is known for its heavy focus on nasal sounds, with many Adhomian comedians parodying it.&lt;br /&gt;
&lt;br /&gt;
* [[File:Dprasiik.png]] &#039;&#039;&#039;Das&#039;nrra Siik&#039;maas&#039;&#039;&#039;: found on the island of Das’nrra, this accent is famous for its emphasis at the end of vowels and uncommon pronunciation of glottal stops. While tracing its origins back to the rural population, it was shaped by the urban workers that emerged after the first revolution. It is associated with Democratic People’s Republic citizens and its offworld community.&lt;br /&gt;
&lt;br /&gt;
* [[File:Nkasiik.png]] &#039;&#039;&#039;High-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: used by the natives of northern Harr&#039;masir. It is deemed to be a rustic and harsh-sounding form of siik&#039;maas; the accent is associated with peasants and uneducated Tajara. It is the most common dialect among [[New Kingdom of Adhomai]] commoners. The nobility usually attempts to mask this accent due to its relationship with the common people. It is also spoken by the New Kingdom population living in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
* [[File:Lowerrasiik.png]] &#039;&#039;&#039;Lower-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: native to the southern area of Harr&#039;masir. In comparison to other Siik&#039;maas dialects - it is the one that deviates the most from the standard version. Due to Republican propaganda, it has gained the fame of being the tongue of criminals and guerrilla fighters. Most speakers are [[Democratic People&#039;s Republic of Adhomai]] citizens. Its words are spoken in a hushed manner.&lt;br /&gt;
&lt;br /&gt;
* [[File:Amohdasiik.png]] &#039;&#039;&#039;Amohdan Siik’maas&#039;&#039;&#039;: spoken by the Tajara from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|island of Amohda]]. Despite past Republican attempts to destroy this dialect; it survived and is now undergoing a period of revival by Amohdan nationalists. It can also be found in the New kingdom because of the Amohda Exiles. Due to royalist influence, it has many Ya’ssa loan words. Amohdan Siik’maas has a characteristic drawl tone to it.&lt;br /&gt;
&lt;br /&gt;
===Siik&#039;tajr===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;tajr&#039;&#039;&#039; is the opposite of Siik&#039;mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
&lt;br /&gt;
===Delvahhi===&lt;br /&gt;
&lt;br /&gt;
Delvahhi is a language closely related to the Zhan-Khazan Tajara. It is still widely used in religious ceremonies dedicated to Ma&#039;take and amongst settlements comprised mostly of Zhan-Khazan. It is also the favored language of farmers, who have adopted it in the wake of government intrusions into the agricultural industry of Adhomai. It is considered a subversive tongue by People&#039;s Republic authorities.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
&lt;br /&gt;
* [[File:Delvahi.png]] &#039;&#039;&#039;Rural Delvahhi&#039;&#039;&#039;: the form of Delvahhi spoken by settled Zhan-Khazan communities. It has been heavily influenced by Siik’maas. It is also used as the liturgical language by some Ma’ta’ke priests. Rural Delvahhi speakers usually speak siik’maas with a slower and throaty tone.&lt;br /&gt;
&lt;br /&gt;
* [[File:Nomadspeak.png]] &#039;&#039;&#039;Nomadic Delvahhi&#039;&#039;&#039;: the version of Delvahhi used by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]]. It emerged after the breakup in the primordial Zhan-Khazan population. Unlike the rural dialect, it remained relatively unchanged over time. It is far more guttural and brief than its sister tongue. &lt;br /&gt;
&lt;br /&gt;
===Nal&#039;rasan ===&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr were always widely used by M&#039;sai, but the body-focused language of Nal&#039;rasan was their creation. Because the mrowling and vocal expressions of Siik&#039;maas could sometimes alert prey to their presence and drive them away, hunting parties adopted this language to prevent such a thing from occurring. Rebel sects saw the use of this language and made use of it for covert discussions and the transmission of highly classified information before and during the Great War.&lt;br /&gt;
&lt;br /&gt;
===Ya&#039;ssa===&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas was the widely spoken language of Njarir, though amongst themselves they preferred to use the Ya&#039;ssa dialect. Presumed to be the traditional tongue of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient dialects. Hadii members have been recorded to still use Ya&#039;ssa, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse until its revival by the New Kingdom of Adhomai.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
&lt;br /&gt;
* [[File:Oldyassa.png]] &#039;&#039;&#039;Old Ya’ssa&#039;&#039;&#039;: the tongue of the old Tajaran nobility, spoken by those who were born before the first revolution. It differs from the modern Ya’ssa by having a far more complex set of rules, long-drawn-out sentences and compound words. Old Ya’ssa is a dying tongue; as the version taught by the New Kingdom of Adhomai has mostly replaced it in the post-revolution noble generation.&lt;br /&gt;
&lt;br /&gt;
==Unathi languages==&lt;br /&gt;
&lt;br /&gt;
===Sinta&#039;Unathi===&lt;br /&gt;
The common language of Izweski-controlled Moghes, composed of sibilant hisses and rattles. Historically, it is a symbol of the Izweski Hegemony&#039;s domination across half the planet of Moghes. It is believed to be the language of &#039;&#039;&#039;&amp;quot;the civilized Unathi&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
&lt;br /&gt;
* [[File:accent_heg_noble.png]] &#039;&#039;&#039;Hegemonic Noble&#039;&#039;&#039;: The Noble Hegemonic accent is eloquent and flowing, staying near the front of the mouth. Airy and filled with hissing, this accent requires birth-right or years of practice to properly convey. The families of Lords, Sk&#039;akh Priests, noble warriors, and some merchants will often share this accent, and will mostly find the Sinta&#039;Azaziba language and Traditionalist accent more savage. The Noble Hegemonic accent is primarily found in the Untouched Lands, and originates from the Sinta&#039;Unathi language.&lt;br /&gt;
&lt;br /&gt;
* [[File:accent_heg_pes.png]] &#039;&#039;&#039;Hegemonic Peasant&#039;&#039;&#039;: Lowborn guilds-workers, first-generation merchants, simple warrior levymen, and hundreds of other tasks for the common Clans - this is the most common accent for Unathi, stereotypically. It still holds a slight air of royalty to it compared to the Traditional accents. It is most commonly found in the crowded Untouched Lands and in colonies. It originates from the Sinta&#039;Unathi language. &lt;br /&gt;
&lt;br /&gt;
===Sinta&#039;Azaziba===&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. It was notable for being the primary language of the now eradicated Coalition of Kingdoms against the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
Because of its history against the Izweski Hegemony, Sinta&#039;Azaziba is looked down upon as the language of &#039;savages&#039; and &#039;wastelanders&#039;. In reality, it is a language filled with culture and traditional beauty that helps many Unathi cling to their ancestral language.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[File:accent_trad_noble.png]] &#039;&#039;&#039;Traditional Noble&#039;&#039;&#039;: A more guttural, droning accent - although one that would demand respect on Moghes before the Contact War, and still demands it in the Wasteland. Primarily born from the guttural intonations and physical movement required to communicate in Sinta&#039;Azaziba, this Noble Traditional accent requires clan-training from a family member or shaman - and has become either a sign of survival or defeat to most who see this ancient accent fading from existence.&lt;br /&gt;
&lt;br /&gt;
* [[File:accent_trad_pes.png]] &#039;&#039;&#039;Traditional Peasant&#039;&#039;&#039;: Primarily derived from the guttural intonations and physical movement of Sinta&#039;Azaziba, common Unathi from the Wasteland would have this grittier speech pattern. Although filled with variety due to the multitude of kingdoms composed in the Wasteland, the borders of where these accents used to be set no longer exist and have simply become what it is now, struggling to find identity.&lt;br /&gt;
&lt;br /&gt;
* [[File:accent_deep_wastelander.png]] &#039;&#039;&#039;Deep Wastelander&#039;&#039;&#039;: Deep within the Wasteland, the most savage lands dominated by bandits, death cults, and nomadic peoples that have lost any connection to their ancestors culturally.  The Deep Wasteland accent comes from a disconnection to original talking styles, and adds in more violent talking patterns. To both Hegemonic and Traditionalist, the Deep Wastelander accent is the sign of an individual who has grown up without a home or clan that could have taught them an ancestral dialect.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=15797</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=15797"/>
		<updated>2020-07-05T13:03:13Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Guild Rankings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi fled the planet through Hephaestus or Nanotrasen built shuttle ports, slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi homesystem, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types, as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape, with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic, however tail girth is defined by a Unathi&#039;s diet, with nobles or unathi who are able to eat more growing the largest tails, which mostly store fat.&lt;br /&gt;
&lt;br /&gt;
The Unathi are also often born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists, however, and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
==== The Zandiziite Games ====&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Aut&#039;akh===&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
Although women are outwardly viewed as being subservient to men, they have almost a culture of their own under the base Unathi Warrior&#039;s Code. A woman&#039;s life is one of secrecy, following a secret &#039;Womens Code&#039; that, seemingly, only a Woman can understand. Never outwardly spoken to men for fear of backlash, women watch out for each other and care for each other in ways they often believe men could never understand. In a relationship between a man and a woman, the man will &#039;understand&#039; part of the Womens code if the wife has a deep connection with the man, but to a large amount of society this is simply seen as the lovers being &#039;lost in love&#039;.&lt;br /&gt;
&lt;br /&gt;
Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While Unathi are a deeply patriarchal species and this can lead to problematic behavior on-station, it&#039;s important to respect the player even if you are disrespecting the character.&#039;&#039;&#039; Make sure that you are acting in good faith and do your best to ensure the other player is also enjoying the encounter whenever possible.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is lead by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]] , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crises, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
&lt;br /&gt;
To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|&#039;&#039;You would be the face of the Nobles and Lords of Moghes.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
===Hegemonic Colonies===&lt;br /&gt;
&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oasis. &lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
== Feudalism and Society ==&lt;br /&gt;
&lt;br /&gt;
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many Priests are active participants in local politics and intrigue. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another kataphract if they prove themselves in battle to be especially brave and worthy. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a kataphract. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class.&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; is how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
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==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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===The Guwan===&lt;br /&gt;
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In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To become un-Guwaned, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
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Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them. &lt;br /&gt;
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&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
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=== Orphans and Orphanage Guilds===&lt;br /&gt;
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Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
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&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
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===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
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Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=15796</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=15796"/>
		<updated>2020-07-05T10:27:37Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Unathi languages */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
The languages of the known Galaxy are diverse. While many regional languages exist, there are few major languages which are of particular note for their large number of native speakers and status as official administrative and official species languages by governments and transtellars.&lt;br /&gt;
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==Human languages==&lt;br /&gt;
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===Sol Common===&lt;br /&gt;
With its roots in Mandarin Chinese, Common evolved as the official language of the Sol Alliance, with officials working to tie it together with a common tongue. It&#039;s spoken by state officials, taught in schools, and spoken by those who either feel a sense of national pride in the Alliance or otherwise fell sway to the culture. It became the Alliance&#039; official language in 2105.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Accent_sol.png]] &#039;&#039;&#039;Sol Native&#039;&#039;&#039;: The typical Solarian accent has a hundred tiny variants and can be found on a multitude of planets in countless systems, and is often simply regarded as “the accent of humanity” due to its prevalence. It can be found on planets as prominent as Earth or as obscure as settlements of only a few million in the Sol Alliance’s Outer Ring.&lt;br /&gt;
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* [[File:Accent_luna.png]] &#039;&#039;&#039;Lunarian&#039;&#039;&#039;: The Lunarian accent is regarded throughout the Sol Alliance, and beyond, as a distinctive mark of being Lunarian. The accent is extremely hard for immigrants to Luna to pick up and replicate, and is carefully maintained by Lunarians abroad to keep their accent distinct. It is essentially impossible for a human not living on Luna to replicate a Lunarian accent, andit is considered a major faux paus to pretend to have one. Many Idris Incorporated IPCs are programmed with Lunarian accents to make them seem high-class in both appearance and in accent.&lt;br /&gt;
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* [[File:Accent_silversun.png]] &#039;&#039;&#039;Native Silversun&#039;&#039;&#039;: The native accent of Silversun is a sing-songy take on standard Sol Common that has, since massive investment into the planet by Idris Incorporated, come to be associated with the planet’s renowned tourism industry. Many native residents of Silversun are bitter that their accent - and planet - are seen as nothing more than an enormous vacation retreat by the greater Orion Spur.&lt;br /&gt;
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* [[File:Accent_Konyang.png]] &#039;&#039;&#039;Konyanger&#039;&#039;&#039;: The Konyanger Common accent is quite similar to standard Sol Common, but has drawn some influence from Freespeak due to Konyang’s position near the border between the Sol Alliance and the Coalition of Colonies. A significant number of IPCs possess a Konyanger accent, due to the planet being the origin of IPCs and a major producer of them.&lt;br /&gt;
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* [[File:Accent_nhp.png]] &#039;&#039;&#039;New Hai Phongese&#039;&#039;&#039;: New Hai Phongese Common is, compared to the typical Sol Common accent, much more tonal. This has lent it a distinctive pattern of speech that is easy to tell apart from the standard Sol Common accent associated with the Solarian core worlds.The accent is often imitated by performers, particularly musicians, due to its unique tonal style. Due to the hazardous environmental conditions present on New Hai Phong, many residents of New Hai Phong carry another distinctive auditory cue: coughing and wheezing due to asthma.&lt;br /&gt;
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* [[File:Accent_mars.png]] &#039;&#039;&#039;Martian Common&#039;&#039;&#039;: Martian Common is a more guttural form of Sol Common that borrows some elements of Freespeak. The distinctive accent is, as a result, looked down upon as a “hick” dialect on Luna and Venus and regarded as the dialect of quarrelsome and annoying Martians elsewhere. Some Martians go to great lengths to hide their accents due to this reputation, which is still alive in the Republic of Biesel despite its separation from the greater Sol Alliance.&lt;br /&gt;
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* [[File:Accent_himeo.png]] &#039;&#039;&#039;Himean&#039;&#039;&#039;: Himean Common is more guttural and harsh-sounding than the typical Sol Common accent, due to Himeo’s position in the Coalition of Colonies. The Himean accent and its distinctive guttural method of speaking are easily distinguishable from other Sol Common speakers, even when speaking Tau Ceti Basic or Freespeak. Himean Common has the unusual reputation of making its speaker always sound angry, no matter their mood, due to its more guttural nature.&lt;br /&gt;
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* [[File:Accent_venus_surfacer.png]] &#039;&#039;&#039;Cytherean&#039;&#039;&#039;: Venusian Common (referred to as Cytherean Common on Venus itself) is often regarded as the “most common” form of Sol Common due to the prevalence of its entertainment industry. It sounds extremely similar to Earthbound Sol Common. Many high-end entertainment IPCs used throughout human space come pre-programmed with this accent, due to its association with the Venusian entertainment industry.&lt;br /&gt;
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* [[File:Accent_venus_under.png]] &#039;&#039;&#039;Jintarian&#039;&#039;&#039;: Jintarian Common is looked down upon on Venus itself for its association with Venusian surfacers, and is often used by the planet’s entertainment industry to mark a character as villainous or untrustworthy. As a result, it is often looked down upon throughout human space.&lt;br /&gt;
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===Tau Ceti Basic/Common===&lt;br /&gt;
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A spiritual successor of Esperanto, established in 2404 in Tau Ceti by Ceti intellectuals. Its unique, fully customized alphabet and structure allow it to be spoken even by most alien species. It&#039;s the official language of Tau Ceti and has growing traction in diplomatic circles and Universalists across human space. It is the most common trade language in human space and the official language of commerce in the Sol Alliance and numerous systems as well as being heavily promoted in non-human business schools.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Accent_biesel.png]] &#039;&#039;&#039;Biesellite&#039;&#039;&#039;: Often described as the “true” way of speaking Tau Ceti Basic, the Biesellite accent is easy to reproduce due to the phonetics of TCB.&lt;br /&gt;
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* [[File:Accent_elyra.png]] &#039;&#039;&#039;Elyran&#039;&#039;&#039;: The typical Elyran accent is an odd combination of Tau Ceti Basic and Sol Common due to the Republic’s independence from the Sol Alliance. The standard language of the Republic of Elyra is Elyran Common, a variation upon standard Sol Common that is closer to Tau Ceti Basic than other Sol Common dialects.&lt;br /&gt;
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* [[File:Accent_newgibson.png]] &#039;&#039;&#039;New Gibsoner&#039;&#039;&#039;: The New Gibsoner accent is very close to the accent of Tau Ceti proper, due to the nature of the planet’s colonization. However, New Gibsoners are known for talking with a faster and more clipped accent than those from Biesel and, at times, sound as if they are tripping over their words due to the rapid pace at which they speak.&lt;br /&gt;
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===Tradeband===&lt;br /&gt;
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Descended from latin and romance languages of old Earth, Tradeband remains the main tongue of the upper class of humanity. The language sounds elegant and well structured to most ears. It remains in popular use with traders, diplomats, and those seeking to hold onto a piece of a romantic past. It gained Sol Alliance recognized legal status in 2317 and is prominent in systems that have historically been major centers of trade.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Accent_eridani_suit.png]] &#039;&#039;&#039;Eridanian&#039;&#039;&#039;: The accent of Eridanian “suits” is almost universally looked upon as the accent of corporate excellence throughout the Sol Alliance and Republic of Biesel. Speaking with this accent is a surefire way to get one’s foot into the door in the corporate world, and wealthier Suits often devote time and resources to refining their accent to be more properly Eridanian.&lt;br /&gt;
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* [[File:Accent_dominia.png]] &#039;&#039;&#039;Vulgar Morozi&#039;&#039;&#039;: The most common Dominian accent is Vulgar Morozi, a variation of Sol Common found upon Moroz itself. Dominian-spoken Sol Common and Tau Ceti Basic are both heavily influenced by Tradeband, the common language of both human and unathi nobility in the Empire. Vulgar Morozi has regional variations on the colonies of the Dominian Empire, and in the rebellious Morozian region of Fisanduh. The Fisanduhian accent is considered to be a distinctive higher-pitched variation of Vulgar Morozi that is often suppressed by insurgents to better blend in with the greater Imperial population.&lt;br /&gt;
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* [[File:Accent_jupiter.png]] &#039;&#039;&#039;Jovian&#039;&#039;&#039;: The Jovian accent is an odd mish-mash of accents from Jupiter’s various moons, and has heavy variation on each of the moons. On Idris Incorporated-dominated Europa, the Jovian accent often takes on traces of Tradeband due to the amount of high-income tourism, while the Castillean Jovian accent is known for the rapid, breathless pace at which it is typically spoken. Ganymede is often seen as the “standard” Jovian accent, though some on Castillo vehemently believe that the Castillian accent should be the standard.&lt;br /&gt;
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===Freespeak===&lt;br /&gt;
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A language of renegades and frontiersmen descending from various languages from Earth like Hindi combined into a multi-rooted jumble that sounds incoherent or even barbarian to non-native speakers. This language is the only common cultural identity for humans in the frontier. Speaking this language in itself boldly declares the speaker a free spirit. Often called &#039;Gutter&#039; by Alliance citizens. It was Recognized by Sol Alliance as a spoken language in 2321. Considered a &#039;rough, informal&#039; language, Freespeak is believed to have evolved in Martian slums, quickly spreading throughout the Galaxy. It is prominent in working class settlements across human space leading it to be the most common language in the frontier and second most common in the outer rim of known space. It is one of the few frontier cultural identity pieces.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Accent_coalition.png]] &#039;&#039;&#039;Xanusian/Coalition Standard&#039;&#039;&#039;: The frontier is home to an unknowably vast amount of humans and settlements, covering everything from small outposts of only a few hundred to major planets such as Xanu Prime. The Frontiersfolk are as diverse as their accents are, but the most common “frontier accent” is generally regarded as that of Xanu Prime - the arguable capital of the massive Coalition of Colonies.&lt;br /&gt;
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* [[File:Accent_scarabs.png]] &#039;&#039;&#039;Scarabs&#039;&#039;&#039;: The common accent of the Scarab Fleet has dozens, perhaps hundreds, of small variations due to the Fleet itself being spread throughout a massive number of individual ships, most of which have their own unique variations upon the standard Scarab accent.&lt;br /&gt;
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* [[File:Accent_eridani_dreg.png]] &#039;&#039;&#039;Eridanian, Dreg&#039;&#039;&#039;: The Eridanian “dreg” accent is almost universally looked upon as the accent of petty criminals and ne’er-do-wells throughout the Orion Spur. Speaking with this accent in the proximity of most humans is a surefire way to gain their suspicion, and those speaking with this accent often find themselves under enhanced security surveillance in corporate facilities. Eagle Corp, one of the major employers of dregs in Eridani, devotes a significant amount of its training to making its dreg recruits drop this distinctive accent.&lt;br /&gt;
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* [[File:Accent_vysoka.png]] &#039;&#039;&#039;Vysokan&#039;&#039;&#039;: The typical Vyoskan accent is regarded as a throatier and harsher variation of Freespeak, with the planetary accent possessing many harsh tones. Some non-Vysokans have noted that the accent sounds similar to Himean Common at times, due to both accents being more guttural than average. However, the Vysokan accent remains distinctive from Himean Common due to its roots in Freespeak rather than Sol Common.&lt;br /&gt;
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==Tajaran languages==&lt;br /&gt;
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===Siik&#039;maas===&lt;br /&gt;
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Siik&#039;maas is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the [[Tajaran History#Migration Period|Migration Age]] and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
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It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite it focusing more on spoken word than others, some of the vocabulary requires subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Siktag.png]] &#039;&#039;&#039;Republican Siik&#039;maas&#039;&#039;&#039;: the dialect of north and central Ras&#039;nrr. It was spoken by the Hadii dynasty and its subjects before being adopted as the official version of the [[People&#039;s Republic of Adhomai|People&#039;s Republic]] Siik&#039;maas. This variation is taught in all Republican schools since the end of the first revolution and is considered as the most pure and correct form. PRA citizens are encouraged to learn and adopt it, as speaking another accent is frowned upon. It is notable for its unusually rigid grammatical construction as opposed to most other Adhomian dialects. Republican Siik’maas is the language of Hadiist loyalists, both in and outside of S&#039;rand&#039;marr.&lt;br /&gt;
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* [[File:Siiknazira.png]] &#039;&#039;&#039;Nazira Siik&#039;maas&#039;&#039;&#039;: the native to the southern regions of Ras&#039;nrr. This accent is the oldest and most solemn form of Siik&#039;maas, avoiding contractions of words and speaking its sentences slowly. It is commonly associated with the [[S&#039;rendarr and Messa|church of S&#039;rand&#039;marr]], due to its proximity to Sana Sahira. Priests are taught to replicate this dialect when conducting religious service.&lt;br /&gt;
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* [[File:Tajcrevan.png]] &#039;&#039;&#039;Crevan Creole&#039;&#039;&#039;: once the dialect of merchants and sailors across all Adhomai. Born from the melting pot that is [[Crevus]], where Tajara from all the planet would bring and mix their cultures. Thanks to the importance of the city during its trading age, it can be found in most Tajara ports as well. Crevan Creole is known for its heavy focus on nasal sounds, with many Adhomian comedians parodying it.&lt;br /&gt;
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* [[File:Dprasiik.png]] &#039;&#039;&#039;Das&#039;nrra Siik&#039;maas&#039;&#039;&#039;: found on the island of Das’nrra, this accent is famous for its emphasis at the end of vowels and uncommon pronunciation of glottal stops. While tracing its origins back to the rural population, it was shaped by the urban workers that emerged after the first revolution. It is associated with Democratic People’s Republic citizens and its offworld community.&lt;br /&gt;
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* [[File:Nkasiik.png]] &#039;&#039;&#039;High-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: used by the natives of northern Harr&#039;masir. It is deemed to be a rustic and harsh-sounding form of siik&#039;maas; the accent is associated with peasants and uneducated Tajara. It is the most common dialect among [[New Kingdom of Adhomai]] commoners. The nobility usually attempts to mask this accent due to its relationship with the common people. It is also spoken by the New Kingdom population living in Tau Ceti.&lt;br /&gt;
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* [[File:Lowerrasiik.png]] &#039;&#039;&#039;Lower-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: native to the southern area of Harr&#039;masir. In comparison to other Siik&#039;maas dialects - it is the one that deviates the most from the standard version. Due to Republican propaganda, it has gained the fame of being the tongue of criminals and guerrilla fighters. Most speakers are [[Democratic People&#039;s Republic of Adhomai]] citizens. Its words are spoken in a hushed manner.&lt;br /&gt;
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* [[File:Amohdasiik.png]] &#039;&#039;&#039;Amohdan Siik’maas&#039;&#039;&#039;: spoken by the Tajara from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|island of Amohda]]. Despite past Republican attempts to destroy this dialect; it survived and is now undergoing a period of revival by Amohdan nationalists. It can also be found in the New kingdom because of the Amohda Exiles. Due to royalist influence, it has many Ya’ssa loan words. Amohdan Siik’maas has a characteristic drawl tone to it.&lt;br /&gt;
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===Siik&#039;tajr===&lt;br /&gt;
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&#039;&#039;&#039;Siik&#039;tajr&#039;&#039;&#039; is the opposite of Siik&#039;mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
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===Delvahhi===&lt;br /&gt;
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Delvahhi is a language closely related to the Zhan-Khazan Tajara. It is still widely used in religious ceremonies dedicated to Ma&#039;take and amongst settlements comprised mostly of Zhan-Khazan. It is also the favored language of farmers, who have adopted it in the wake of government intrusions into the agricultural industry of Adhomai. It is considered a subversive tongue by People&#039;s Republic authorities.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Delvahi.png]] &#039;&#039;&#039;Rural Delvahhi&#039;&#039;&#039;: the form of Delvahhi spoken by settled Zhan-Khazan communities. It has been heavily influenced by Siik’maas. It is also used as the liturgical language by some Ma’ta’ke priests. Rural Delvahhi speakers usually speak siik’maas with a slower and throaty tone.&lt;br /&gt;
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* [[File:Nomadspeak.png]] &#039;&#039;&#039;Nomadic Delvahhi&#039;&#039;&#039;: the version of Delvahhi used by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]]. It emerged after the breakup in the primordial Zhan-Khazan population. Unlike the rural dialect, it remained relatively unchanged over time. It is far more guttural and brief than its sister tongue. &lt;br /&gt;
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===Nal&#039;rasan ===&lt;br /&gt;
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Siik&#039;maas and Siik&#039;tajr were always widely used by M&#039;sai, but the body-focused language of Nal&#039;rasan was their creation. Because the mrowling and vocal expressions of Siik&#039;maas could sometimes alert prey to their presence and drive them away, hunting parties adopted this language to prevent such a thing from occurring. Rebel sects saw the use of this language and made use of it for covert discussions and the transmission of highly classified information before and during the Great War.&lt;br /&gt;
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===Ya&#039;ssa===&lt;br /&gt;
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Siik&#039;maas was the widely spoken language of Njarir, though amongst themselves they preferred to use the Ya&#039;ssa dialect. Presumed to be the traditional tongue of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient dialects. Hadii members have been recorded to still use Ya&#039;ssa, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse until its revival by the New Kingdom of Adhomai.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Oldyassa.png]] &#039;&#039;&#039;Old Ya’ssa&#039;&#039;&#039;: the tongue of the old Tajaran nobility, spoken by those who were born before the first revolution. It differs from the modern Ya’ssa by having a far more complex set of rules, long-drawn-out sentences and compound words. Old Ya’ssa is a dying tongue; as the version taught by the New Kingdom of Adhomai has mostly replaced it in the post-revolution noble generation.&lt;br /&gt;
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==Unathi languages==&lt;br /&gt;
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===Sinta&#039;Unathi===&lt;br /&gt;
The common language of Izweski-controlled Moghes, composed of sibilant hisses and rattles. Historically, it is a symbol of the Izweski Hegemony&#039;s domination across half the planet of Moghes. It is believed to be the language of &#039;&#039;&#039;&amp;quot;the civilized Unathi&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:accent_heg_noble.png]] &#039;&#039;&#039;Hegemonic Noble&#039;&#039;&#039;: The Noble Hegemonic accent is eloquent and flowing, staying near the front of the mouth. Airy and filled with hissing, this accent requires birth-right or years of practice to properly convey. The families of Lords, Sk&#039;akh Priests, noble warriors, and some merchants will often share this accent, and will mostly find the Sinta&#039;Azaziba language and Traditionalist accent more savage. The Noble Hegemonic accent is primarily found in the Untouched Lands, and originates from the Sinta&#039;Unathi language.&lt;br /&gt;
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* [[File:accent_heg_pes.png]] &#039;&#039;&#039;Hegemonic Peasant&#039;&#039;&#039;: Lowborn guilds-workers, first-generation merchants, simple warrior levymen, and hundreds of other tasks for the common Clans - this is the most common accent for Unathi, stereotypically. It still holds a slight air of royalty to it compared to the Traditional accents. It is most commonly found in the crowded Untouched Lands and in colonies. It originates from the Sinta&#039;Unathi language. &lt;br /&gt;
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===Sinta&#039;Azaziba===&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. It was notable for being the primary language of the now eradicated Coalition of Kingdoms against the Izweski Hegemony.&lt;br /&gt;
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Because of its history against the Izweski Hegemony, Sinta&#039;Azaziba is looked down upon as the language of &#039;savages&#039; and &#039;wastelanders&#039;. In reality, it is a language filled with culture and traditional beauty that helps many Unathi cling to their ancestral language.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:accent_trad_noble.png]] &#039;&#039;&#039;Traditional Noble&#039;&#039;&#039;: A more guttural, droning accent - although one that would demand respect on Moghes before the Contact War, and still demands it in the Wasteland. Primarily born from the guttural intonations and physical movement required to communicate in Sinta&#039;Azaziba, this Noble Traditional accent requires clan-training from a family member or shaman - and has become either a sign of survival or defeat to most who see this ancient accent fading from existence.&lt;br /&gt;
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* [[File:accent_trad_pes.png]] &#039;&#039;&#039;Traditional Peasant&#039;&#039;&#039;: Primarily derived from the guttural intonations and physical movement of Sinta&#039;Azaziba, common Unathi from the Wasteland would have this grittier speech pattern. Although filled with variety due to the multitude of kingdoms composed in the Wasteland, the borders of where these accents used to be set no longer exist and have simply become what it is now, struggling to find identity.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=15795</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=15795"/>
		<updated>2020-07-05T10:24:10Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: adds unathi languages&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
The languages of the known Galaxy are diverse. While many regional languages exist, there are few major languages which are of particular note for their large number of native speakers and status as official administrative and official species languages by governments and transtellars.&lt;br /&gt;
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==Human languages==&lt;br /&gt;
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===Sol Common===&lt;br /&gt;
With its roots in Mandarin Chinese, Common evolved as the official language of the Sol Alliance, with officials working to tie it together with a common tongue. It&#039;s spoken by state officials, taught in schools, and spoken by those who either feel a sense of national pride in the Alliance or otherwise fell sway to the culture. It became the Alliance&#039; official language in 2105.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Accent_sol.png]] &#039;&#039;&#039;Sol Native&#039;&#039;&#039;: The typical Solarian accent has a hundred tiny variants and can be found on a multitude of planets in countless systems, and is often simply regarded as “the accent of humanity” due to its prevalence. It can be found on planets as prominent as Earth or as obscure as settlements of only a few million in the Sol Alliance’s Outer Ring.&lt;br /&gt;
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* [[File:Accent_luna.png]] &#039;&#039;&#039;Lunarian&#039;&#039;&#039;: The Lunarian accent is regarded throughout the Sol Alliance, and beyond, as a distinctive mark of being Lunarian. The accent is extremely hard for immigrants to Luna to pick up and replicate, and is carefully maintained by Lunarians abroad to keep their accent distinct. It is essentially impossible for a human not living on Luna to replicate a Lunarian accent, andit is considered a major faux paus to pretend to have one. Many Idris Incorporated IPCs are programmed with Lunarian accents to make them seem high-class in both appearance and in accent.&lt;br /&gt;
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* [[File:Accent_silversun.png]] &#039;&#039;&#039;Native Silversun&#039;&#039;&#039;: The native accent of Silversun is a sing-songy take on standard Sol Common that has, since massive investment into the planet by Idris Incorporated, come to be associated with the planet’s renowned tourism industry. Many native residents of Silversun are bitter that their accent - and planet - are seen as nothing more than an enormous vacation retreat by the greater Orion Spur.&lt;br /&gt;
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* [[File:Accent_Konyang.png]] &#039;&#039;&#039;Konyanger&#039;&#039;&#039;: The Konyanger Common accent is quite similar to standard Sol Common, but has drawn some influence from Freespeak due to Konyang’s position near the border between the Sol Alliance and the Coalition of Colonies. A significant number of IPCs possess a Konyanger accent, due to the planet being the origin of IPCs and a major producer of them.&lt;br /&gt;
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* [[File:Accent_nhp.png]] &#039;&#039;&#039;New Hai Phongese&#039;&#039;&#039;: New Hai Phongese Common is, compared to the typical Sol Common accent, much more tonal. This has lent it a distinctive pattern of speech that is easy to tell apart from the standard Sol Common accent associated with the Solarian core worlds.The accent is often imitated by performers, particularly musicians, due to its unique tonal style. Due to the hazardous environmental conditions present on New Hai Phong, many residents of New Hai Phong carry another distinctive auditory cue: coughing and wheezing due to asthma.&lt;br /&gt;
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* [[File:Accent_mars.png]] &#039;&#039;&#039;Martian Common&#039;&#039;&#039;: Martian Common is a more guttural form of Sol Common that borrows some elements of Freespeak. The distinctive accent is, as a result, looked down upon as a “hick” dialect on Luna and Venus and regarded as the dialect of quarrelsome and annoying Martians elsewhere. Some Martians go to great lengths to hide their accents due to this reputation, which is still alive in the Republic of Biesel despite its separation from the greater Sol Alliance.&lt;br /&gt;
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* [[File:Accent_himeo.png]] &#039;&#039;&#039;Himean&#039;&#039;&#039;: Himean Common is more guttural and harsh-sounding than the typical Sol Common accent, due to Himeo’s position in the Coalition of Colonies. The Himean accent and its distinctive guttural method of speaking are easily distinguishable from other Sol Common speakers, even when speaking Tau Ceti Basic or Freespeak. Himean Common has the unusual reputation of making its speaker always sound angry, no matter their mood, due to its more guttural nature.&lt;br /&gt;
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* [[File:Accent_venus_surfacer.png]] &#039;&#039;&#039;Cytherean&#039;&#039;&#039;: Venusian Common (referred to as Cytherean Common on Venus itself) is often regarded as the “most common” form of Sol Common due to the prevalence of its entertainment industry. It sounds extremely similar to Earthbound Sol Common. Many high-end entertainment IPCs used throughout human space come pre-programmed with this accent, due to its association with the Venusian entertainment industry.&lt;br /&gt;
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* [[File:Accent_venus_under.png]] &#039;&#039;&#039;Jintarian&#039;&#039;&#039;: Jintarian Common is looked down upon on Venus itself for its association with Venusian surfacers, and is often used by the planet’s entertainment industry to mark a character as villainous or untrustworthy. As a result, it is often looked down upon throughout human space.&lt;br /&gt;
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===Tau Ceti Basic/Common===&lt;br /&gt;
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A spiritual successor of Esperanto, established in 2404 in Tau Ceti by Ceti intellectuals. Its unique, fully customized alphabet and structure allow it to be spoken even by most alien species. It&#039;s the official language of Tau Ceti and has growing traction in diplomatic circles and Universalists across human space. It is the most common trade language in human space and the official language of commerce in the Sol Alliance and numerous systems as well as being heavily promoted in non-human business schools.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Accent_biesel.png]] &#039;&#039;&#039;Biesellite&#039;&#039;&#039;: Often described as the “true” way of speaking Tau Ceti Basic, the Biesellite accent is easy to reproduce due to the phonetics of TCB.&lt;br /&gt;
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* [[File:Accent_elyra.png]] &#039;&#039;&#039;Elyran&#039;&#039;&#039;: The typical Elyran accent is an odd combination of Tau Ceti Basic and Sol Common due to the Republic’s independence from the Sol Alliance. The standard language of the Republic of Elyra is Elyran Common, a variation upon standard Sol Common that is closer to Tau Ceti Basic than other Sol Common dialects.&lt;br /&gt;
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* [[File:Accent_newgibson.png]] &#039;&#039;&#039;New Gibsoner&#039;&#039;&#039;: The New Gibsoner accent is very close to the accent of Tau Ceti proper, due to the nature of the planet’s colonization. However, New Gibsoners are known for talking with a faster and more clipped accent than those from Biesel and, at times, sound as if they are tripping over their words due to the rapid pace at which they speak.&lt;br /&gt;
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===Tradeband===&lt;br /&gt;
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Descended from latin and romance languages of old Earth, Tradeband remains the main tongue of the upper class of humanity. The language sounds elegant and well structured to most ears. It remains in popular use with traders, diplomats, and those seeking to hold onto a piece of a romantic past. It gained Sol Alliance recognized legal status in 2317 and is prominent in systems that have historically been major centers of trade.&lt;br /&gt;
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====Accents====&lt;br /&gt;
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* [[File:Accent_eridani_suit.png]] &#039;&#039;&#039;Eridanian&#039;&#039;&#039;: The accent of Eridanian “suits” is almost universally looked upon as the accent of corporate excellence throughout the Sol Alliance and Republic of Biesel. Speaking with this accent is a surefire way to get one’s foot into the door in the corporate world, and wealthier Suits often devote time and resources to refining their accent to be more properly Eridanian.&lt;br /&gt;
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* [[File:Accent_dominia.png]] &#039;&#039;&#039;Vulgar Morozi&#039;&#039;&#039;: The most common Dominian accent is Vulgar Morozi, a variation of Sol Common found upon Moroz itself. Dominian-spoken Sol Common and Tau Ceti Basic are both heavily influenced by Tradeband, the common language of both human and unathi nobility in the Empire. Vulgar Morozi has regional variations on the colonies of the Dominian Empire, and in the rebellious Morozian region of Fisanduh. The Fisanduhian accent is considered to be a distinctive higher-pitched variation of Vulgar Morozi that is often suppressed by insurgents to better blend in with the greater Imperial population.&lt;br /&gt;
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* [[File:Accent_jupiter.png]] &#039;&#039;&#039;Jovian&#039;&#039;&#039;: The Jovian accent is an odd mish-mash of accents from Jupiter’s various moons, and has heavy variation on each of the moons. On Idris Incorporated-dominated Europa, the Jovian accent often takes on traces of Tradeband due to the amount of high-income tourism, while the Castillean Jovian accent is known for the rapid, breathless pace at which it is typically spoken. Ganymede is often seen as the “standard” Jovian accent, though some on Castillo vehemently believe that the Castillian accent should be the standard.&lt;br /&gt;
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===Freespeak===&lt;br /&gt;
&lt;br /&gt;
A language of renegades and frontiersmen descending from various languages from Earth like Hindi combined into a multi-rooted jumble that sounds incoherent or even barbarian to non-native speakers. This language is the only common cultural identity for humans in the frontier. Speaking this language in itself boldly declares the speaker a free spirit. Often called &#039;Gutter&#039; by Alliance citizens. It was Recognized by Sol Alliance as a spoken language in 2321. Considered a &#039;rough, informal&#039; language, Freespeak is believed to have evolved in Martian slums, quickly spreading throughout the Galaxy. It is prominent in working class settlements across human space leading it to be the most common language in the frontier and second most common in the outer rim of known space. It is one of the few frontier cultural identity pieces.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_coalition.png]] &#039;&#039;&#039;Xanusian/Coalition Standard&#039;&#039;&#039;: The frontier is home to an unknowably vast amount of humans and settlements, covering everything from small outposts of only a few hundred to major planets such as Xanu Prime. The Frontiersfolk are as diverse as their accents are, but the most common “frontier accent” is generally regarded as that of Xanu Prime - the arguable capital of the massive Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_scarabs.png]] &#039;&#039;&#039;Scarabs&#039;&#039;&#039;: The common accent of the Scarab Fleet has dozens, perhaps hundreds, of small variations due to the Fleet itself being spread throughout a massive number of individual ships, most of which have their own unique variations upon the standard Scarab accent.&lt;br /&gt;
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* [[File:Accent_eridani_dreg.png]] &#039;&#039;&#039;Eridanian, Dreg&#039;&#039;&#039;: The Eridanian “dreg” accent is almost universally looked upon as the accent of petty criminals and ne’er-do-wells throughout the Orion Spur. Speaking with this accent in the proximity of most humans is a surefire way to gain their suspicion, and those speaking with this accent often find themselves under enhanced security surveillance in corporate facilities. Eagle Corp, one of the major employers of dregs in Eridani, devotes a significant amount of its training to making its dreg recruits drop this distinctive accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_vysoka.png]] &#039;&#039;&#039;Vysokan&#039;&#039;&#039;: The typical Vyoskan accent is regarded as a throatier and harsher variation of Freespeak, with the planetary accent possessing many harsh tones. Some non-Vysokans have noted that the accent sounds similar to Himean Common at times, due to both accents being more guttural than average. However, the Vysokan accent remains distinctive from Himean Common due to its roots in Freespeak rather than Sol Common.&lt;br /&gt;
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==Tajaran languages==&lt;br /&gt;
&lt;br /&gt;
===Siik&#039;maas===&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the [[Tajaran History#Migration Period|Migration Age]] and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
&lt;br /&gt;
It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite it focusing more on spoken word than others, some of the vocabulary requires subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
&lt;br /&gt;
* [[File:Siktag.png]] &#039;&#039;&#039;Republican Siik&#039;maas&#039;&#039;&#039;: the dialect of north and central Ras&#039;nrr. It was spoken by the Hadii dynasty and its subjects before being adopted as the official version of the [[People&#039;s Republic of Adhomai|People&#039;s Republic]] Siik&#039;maas. This variation is taught in all Republican schools since the end of the first revolution and is considered as the most pure and correct form. PRA citizens are encouraged to learn and adopt it, as speaking another accent is frowned upon. It is notable for its unusually rigid grammatical construction as opposed to most other Adhomian dialects. Republican Siik’maas is the language of Hadiist loyalists, both in and outside of S&#039;rand&#039;marr.&lt;br /&gt;
&lt;br /&gt;
* [[File:Siiknazira.png]] &#039;&#039;&#039;Nazira Siik&#039;maas&#039;&#039;&#039;: the native to the southern regions of Ras&#039;nrr. This accent is the oldest and most solemn form of Siik&#039;maas, avoiding contractions of words and speaking its sentences slowly. It is commonly associated with the [[S&#039;rendarr and Messa|church of S&#039;rand&#039;marr]], due to its proximity to Sana Sahira. Priests are taught to replicate this dialect when conducting religious service.&lt;br /&gt;
&lt;br /&gt;
* [[File:Tajcrevan.png]] &#039;&#039;&#039;Crevan Creole&#039;&#039;&#039;: once the dialect of merchants and sailors across all Adhomai. Born from the melting pot that is [[Crevus]], where Tajara from all the planet would bring and mix their cultures. Thanks to the importance of the city during its trading age, it can be found in most Tajara ports as well. Crevan Creole is known for its heavy focus on nasal sounds, with many Adhomian comedians parodying it.&lt;br /&gt;
&lt;br /&gt;
* [[File:Dprasiik.png]] &#039;&#039;&#039;Das&#039;nrra Siik&#039;maas&#039;&#039;&#039;: found on the island of Das’nrra, this accent is famous for its emphasis at the end of vowels and uncommon pronunciation of glottal stops. While tracing its origins back to the rural population, it was shaped by the urban workers that emerged after the first revolution. It is associated with Democratic People’s Republic citizens and its offworld community.&lt;br /&gt;
&lt;br /&gt;
* [[File:Nkasiik.png]] &#039;&#039;&#039;High-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: used by the natives of northern Harr&#039;masir. It is deemed to be a rustic and harsh-sounding form of siik&#039;maas; the accent is associated with peasants and uneducated Tajara. It is the most common dialect among [[New Kingdom of Adhomai]] commoners. The nobility usually attempts to mask this accent due to its relationship with the common people. It is also spoken by the New Kingdom population living in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
* [[File:Lowerrasiik.png]] &#039;&#039;&#039;Lower-Harr&#039;masir Siik&#039;maas&#039;&#039;&#039;: native to the southern area of Harr&#039;masir. In comparison to other Siik&#039;maas dialects - it is the one that deviates the most from the standard version. Due to Republican propaganda, it has gained the fame of being the tongue of criminals and guerrilla fighters. Most speakers are [[Democratic People&#039;s Republic of Adhomai]] citizens. Its words are spoken in a hushed manner.&lt;br /&gt;
&lt;br /&gt;
* [[File:Amohdasiik.png]] &#039;&#039;&#039;Amohdan Siik’maas&#039;&#039;&#039;: spoken by the Tajara from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|island of Amohda]]. Despite past Republican attempts to destroy this dialect; it survived and is now undergoing a period of revival by Amohdan nationalists. It can also be found in the New kingdom because of the Amohda Exiles. Due to royalist influence, it has many Ya’ssa loan words. Amohdan Siik’maas has a characteristic drawl tone to it.&lt;br /&gt;
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===Siik&#039;tajr===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;tajr&#039;&#039;&#039; is the opposite of Siik&#039;mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
&lt;br /&gt;
===Delvahhi===&lt;br /&gt;
&lt;br /&gt;
Delvahhi is a language closely related to the Zhan-Khazan Tajara. It is still widely used in religious ceremonies dedicated to Ma&#039;take and amongst settlements comprised mostly of Zhan-Khazan. It is also the favored language of farmers, who have adopted it in the wake of government intrusions into the agricultural industry of Adhomai. It is considered a subversive tongue by People&#039;s Republic authorities.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
&lt;br /&gt;
* [[File:Delvahi.png]] &#039;&#039;&#039;Rural Delvahhi&#039;&#039;&#039;: the form of Delvahhi spoken by settled Zhan-Khazan communities. It has been heavily influenced by Siik’maas. It is also used as the liturgical language by some Ma’ta’ke priests. Rural Delvahhi speakers usually speak siik’maas with a slower and throaty tone.&lt;br /&gt;
&lt;br /&gt;
* [[File:Nomadspeak.png]] &#039;&#039;&#039;Nomadic Delvahhi&#039;&#039;&#039;: the version of Delvahhi used by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]]. It emerged after the breakup in the primordial Zhan-Khazan population. Unlike the rural dialect, it remained relatively unchanged over time. It is far more guttural and brief than its sister tongue. &lt;br /&gt;
&lt;br /&gt;
===Nal&#039;rasan ===&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr were always widely used by M&#039;sai, but the body-focused language of Nal&#039;rasan was their creation. Because the mrowling and vocal expressions of Siik&#039;maas could sometimes alert prey to their presence and drive them away, hunting parties adopted this language to prevent such a thing from occurring. Rebel sects saw the use of this language and made use of it for covert discussions and the transmission of highly classified information before and during the Great War.&lt;br /&gt;
&lt;br /&gt;
===Ya&#039;ssa===&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas was the widely spoken language of Njarir, though amongst themselves they preferred to use the Ya&#039;ssa dialect. Presumed to be the traditional tongue of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient dialects. Hadii members have been recorded to still use Ya&#039;ssa, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse until its revival by the New Kingdom of Adhomai.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
&lt;br /&gt;
* [[File:Oldyassa.png]] &#039;&#039;&#039;Old Ya’ssa&#039;&#039;&#039;: the tongue of the old Tajaran nobility, spoken by those who were born before the first revolution. It differs from the modern Ya’ssa by having a far more complex set of rules, long-drawn-out sentences and compound words. Old Ya’ssa is a dying tongue; as the version taught by the New Kingdom of Adhomai has mostly replaced it in the post-revolution noble generation.&lt;br /&gt;
&lt;br /&gt;
==Unathi languages==&lt;br /&gt;
&lt;br /&gt;
===Sinta&#039;Unathi===&lt;br /&gt;
The common language of Izweski-controlled Moghes, composed of sibilant hisses and rattles. Historically, it is a symbol of the Izweski Hegemony&#039;s domination across half the planet of Moghes. It is believed to be the language of &#039;&#039;&#039;&amp;quot;the civilized Unathi&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Accents====&lt;br /&gt;
&lt;br /&gt;
* [[File:.png]] &#039;&#039;&#039;Hegemonic Noble&#039;&#039;&#039;: The Noble Hegemonic accent is eloquent and flowing, staying near the front of the mouth. Airy and filled with hissing, this accent requires birth-right or years of practice to properly convey. The families of Lords, Sk&#039;akh Priests, noble warriors, and some merchants will often share this accent, and will mostly find the Sinta&#039;Azaziba language and Traditionalist accent more savage. The Noble Hegemonic accent is primarily found in the Untouched Lands, and originates from the Sinta&#039;Unathi language.&lt;br /&gt;
&lt;br /&gt;
* [[File:.png]] &#039;&#039;&#039;Hegemonic Peasant&#039;&#039;&#039;: Lowborn guilds-workers, first-generation merchants, simple warrior levymen, and hundreds of other tasks for the common Clans - this is the most common accent for Unathi, stereotypically. It still holds a slight air of royalty to it compared to the Traditional accents. It is most commonly found in the crowded Untouched Lands and in colonies. It originates from the Sinta&#039;Unathi language. &lt;br /&gt;
&lt;br /&gt;
===Sinta&#039;Azaziba===&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. It was notable for being the primary language of the now eradicated Coalition of Kingdoms against the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
Because of its history against the Izweski Hegemony, Sinta&#039;Azaziba is looked down upon as the language of &#039;savages&#039; and &#039;wastelanders&#039;. In reality, it is a language filled with culture and traditional beauty that helps many Unathi cling to their ancestral language.&lt;br /&gt;
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====Accents====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[File:.png]] &#039;&#039;&#039;Traditional Noble&#039;&#039;&#039;: A more guttural, droning accent - although one that would demand respect on Moghes before the Contact War, and still demands it in the Wasteland. Primarily born from the guttural intonations and physical movement required to communicate in Sinta&#039;Azaziba, this Noble Traditional accent requires clan-training from a family member or shaman - and has become either a sign of survival or defeat to most who see this ancient accent fading from existence.&lt;br /&gt;
&lt;br /&gt;
* [[File:.png]] &#039;&#039;&#039;Traditional Peasant&#039;&#039;&#039;: Primarily derived from the guttural intonations and physical movement of Sinta&#039;Azaziba, common Unathi from the Wasteland would have this grittier speech pattern. Although filled with variety due to the multitude of kingdoms composed in the Wasteland, the borders of where these accents used to be set no longer exist and have simply become what it is now, struggling to find identity.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=15654</id>
		<title>Aut&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=15654"/>
		<updated>2020-06-27T12:57:59Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: add beginning of found clans idea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Autakimagedone.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes , Oureaea&lt;br /&gt;
 |Language = Sinta&#039;Unathi , Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = The Aut&#039;akh Valley / The Undercity Communes&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Overview = &lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh Movement is the extreme in terms of modernization for Unathi - the rival to many Izweski and Traditionalists. Originating on Oureaea during its occupation by the Jargon Federation and Sol Alliance, Unathi were exposed to prosthetics that would allow better survival and adaptability to those that needed it. Before metal prosthetics were formally disowned by the Sk&#039;akh church and from most Th&#039;akh shamans, the movement had formed a tight niche in many clans that could finally see their elderly and disabled active again. These clans refused to turn back, and have isolated themselves in the mountains of Oureaea.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the Aut&#039;akh movement has seen small communes sprout up as well - mostly in the underbellies of cities. Many disabled, wounded, or otherwise left-out members of Unathi society seek refuge in Aut&#039;akh communes in cities - seeking to finally find use in a culture that would otherwise leave them behind and forgotten. It is, however, dangerous to have metal prosthetics visible in most cities - and it is not uncommon for prosthetics to be completely destroyed in assaults on Aut&#039;akh followers.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh movement is a universal spiritual movement - meaning, both Th&#039;akh and Sk&#039;akh believers can find a place in it. &lt;br /&gt;
&lt;br /&gt;
=== Tech Priests === &lt;br /&gt;
Tech Priests are Sk&#039;akh Priests that believe in the Aut&#039;akh movement and are augmented themselves, however have deviated from the Central Church&#039;s doctrine - often believing them corrupt or simply incorrect. They will often work with Roboticists, Mech engineers, or others proficient in prosthetics to properly spiritually oversee augment installation and repair. Priests in particular focus on imbuing the power of one of the Aspects of Sk&#039;akh into an augment.&lt;br /&gt;
&lt;br /&gt;
=== Tech Shamans === &lt;br /&gt;
Tech Shamans are Th&#039;akh shamans that believe in the Aut&#039;akh movement and are augmented themselves. They will often work with Roboticists, Mech engineers, or others proficient in prosthetics to properly spiritually oversee augment installation and repair. Shamans in particular focus on the individuals spirit, as well as their connection to their Ancestors - often calling upon a specific Ancestor to help the augments work better.&lt;br /&gt;
Both Tech Shamans and Tech Priests can be roboticists themselves, learning from both experience and college courses with Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
== The Aut&#039;akh Valley ==&lt;br /&gt;
A large commune on Oureaea surrounded by mountains, the Aut&#039;akh Valley is the First Commune that the Aut&#039;akh created - a place for specifically augmented Unathi to find sanctuary from the violence often found against their kind in cities and towns. It is largely disconnected from any government, and is heavily guarded by the Aut&#039;akh that would defend the clans living there with their lives. Life here is simple, and almost 60% of the population is elderly or disabled with augments. The area is foggy and filled with natural lakes, and the area gets cold enough to snow in the cold season.  &lt;br /&gt;
&lt;br /&gt;
Tajaran and Human merchants often fly in trade for supplies, with the community coming together to pay for shipments of meats and other goods for credits. The Valley is far from rich and actually requires workers in other cities, even other systems to supply it with credits. Tau Ceti is one of the best places for credits to be earned - and Nanotrasen has even benefitted from recruiting directly from Aut&#039;akh Valley. Many of the recruited are the younger Aut&#039;akh who wish to send funds back to the Valley to keep the elders fed.&lt;br /&gt;
&lt;br /&gt;
Although technically safe, the Aut&#039;akh Valley has seen struggles - food supply in particular. Hunters are sent out to try and collect meats, but Hephaestus mining activity in the region has completely unsettled the wildlife. Instead of coming back with meat, many hunters decide to destroy Hephaestus mining drones instead - using their valuable salvage to attempt to recreate, repair, and modify the prosthetics they originally recieved from the Skrell years ago.&lt;br /&gt;
&lt;br /&gt;
== The Undercity Communes ==&lt;br /&gt;
Beneath almost every city on both Moghes and Oureaea is a small commune of Aut&#039;akh, created by one of the original Aut&#039;akh from Oureaea. These communes have become safe havens for individuals with augments. Augmented Unathi come to these Undercity Communes when they are in need - a new prosthetic, a repair from an assault, or simply for a place to sleep until they can find somewhere to go to. These communes are often heavily guarded by Aut&#039;akh warriors set on keeping these people safe, and because of the possible danger of attacking these communes, many rarely see attack. It is not unheard of, though - and whole communes have been arrested by the City Garrison, attacked by Maraziites, or lynched by mobs led by Nobles.&lt;br /&gt;
&lt;br /&gt;
=== Life in the Communes ===&lt;br /&gt;
The Undercity communes are often located in warehouses, beneath market squares, or otherwise hidden from general sight. The best way to learn about these places is word of mouth. If someone seems to be missing a limb or struggling to move in public, an Aut&#039;akh may attempt to speak to them - searching them for their desire to be more able-bodied. If they obviously wish for it, the Aut&#039;akh will continue to be suspicious - not revealing the location of the Commune in the city until after they are augmented or trustworthy. &lt;br /&gt;
&lt;br /&gt;
An undercity commune can range in sizes - and there can be multiple per city. The largest known one is in Skalamar, the Izweski capital, where it manages to keep itself safe in the expansive sewer system. Leaving the Commune&#039;s protection requires cloth coverings - which do well enough to hide the prosthetic that is often painted the color of the individual&#039;s scales. Some Unathi even go so far as to take the scales from their dismembered limb and implant them onto their new prosthetic.&lt;br /&gt;
&lt;br /&gt;
=== Community Consensus ===&lt;br /&gt;
Typically if an individual commune is going to perform a larger-scale movement or action, the community comes together for consensus. The most common large-scale consensus is whether or not to risk a public march or strike for augmented unathi to be respected in society. A misreading of the city at the time can result in a full scale mob riot - either fights with City Garrison, Maraziites, or angry mobs. Some vocal minorities in the communes advocate for cutting off the hands of other Unathi and see if they&#039;d listen to their cries then - however, they are often berated by the elders.&lt;br /&gt;
&lt;br /&gt;
== The Found Clans [WIP][as in, more wip than the other parts] ==&lt;br /&gt;
Many Unathi find themselves kicked out of their clan, simply for acquiring or even wanting an augment that would allow them the same level of mobility or dexterity as a non-wounded Unathi. These unathi can find a new clan in one of the communes - one big family of people who will accept them. Out of all these Found Clans, there are a few that have the most members.&lt;br /&gt;
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=== Clan War ===&lt;br /&gt;
Known mostly for uniting those Unathi who hold the Warrior&#039;s Spirit in their soul, they are the clan of the angry. &lt;br /&gt;
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&lt;br /&gt;
=== Clan (of) Elder ===&lt;br /&gt;
Where most of the elders that came to the Communes seeking a final chance at movement and mobility. They are known to be one of the most respected Found Clans for their resilience. Other Aut&#039;akh see Clan Elder elders as parental figures, and ,,, [WIPPP]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Mechanics =&lt;br /&gt;
Prosthetics and augments can be selected in the Character Creator, allowing for unique Unathi-specific augments.&lt;br /&gt;
&lt;br /&gt;
=== Prosthetics and Augments===&lt;br /&gt;
Unathi are a proud and stubborn race, embedded in tradition even when going against it. Many Unathi prefer to have Unathi-made augments, and so the Aut&#039;akh augments were created - combinations of modern prosthesis and brute force coalesce into these &#039;working&#039; augments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm and Leg prosthetics&#039;&#039;&#039; - Simple but sturdy, the Aut&#039;akh limbs are extremely customized by Au&#039;Tech Shamans/Priests in communes. They can often include Sk&#039;akh scripture or names of the individuals ancestors - inscribed into the metal to imbue it with spiritual energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; -  A Soul Anchor is a mirror or a piece of glass placed behind the eyes. To many Aut’akh, a Soul Anchor is a way to repair the damages to your soul, rebuilding it into a new, concentrated WISP, a floating ball of pure energy, once you die and enter the spirit world. This would effectively make the wounds you received to your physical body no longer exist in the afterlife, allowing your spirit to roam freely without pain or damnation as the other religions believe.&lt;br /&gt;
&lt;br /&gt;
Soul Anchors are known to sometimes cause BAFFLES, moments where unexplained figures from the individuals memory randomly appear. Many who experience these often describe seeing themselves - in a different way, in a different life, past present or future. Baffles are said to be moments where someone should self-reflect, and take a look at themselves in a mirror.&lt;br /&gt;
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&#039;&#039;&#039;Calf Overdrive&#039;&#039;&#039; - Originally created with stolen pistons from a Hephaestus mining droid on Oureaea in the Aut&#039;akh Valley, its design has been replicated and made even more dangerous by removing the safety mechanisms usually in place. These pistons, installed into the rear calves, give sheer power to a Unathi&#039;s speed at the cost of being extremely damaging to the body.    &lt;br /&gt;
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&#039;&#039;&#039;Protein Breakdown Valve&#039;&#039;&#039; - A small valve on the body that releases a traditional Unathi medicine into the stomach - forcing rapid digestion for immediate adrenal stimulation. Causes long-term damage to the stomach that must be cured with a hearty herbal tea, prayer, and rest. &lt;br /&gt;
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&#039;&#039;&#039;Venomous Rest Implant&#039;&#039;&#039; - A small compartment connected to the blood system that administers a traditional Unathi healing agent - the venom of a Moghesian wasp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farseers Eye&#039;&#039;&#039; - Augmented eyes to allow farsight, it strains the eyes heavily with use. Originally made by a tech shaman in the Wasteland that was constantly being chased by Maraziites, he traded his only weapons for a Hephaestus drone lens, and then crafted it into an eye-patch binocular. This was later replicated by his meeting with the Aut&#039;akh commune on Oureaea, and then the process repeated throughout the rest of the communes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters Eye, Eye Flashlight&#039;&#039;&#039; - Augmented eyes that glow brightly red, used for intimidation and utility. Used by communes that are primarily anti-Hephaestus, the hunters that use these do not hunt for food - instead, hunting Hephaestus robots for their parts. Primarily seen use in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
= History of the Aut&#039;akh = &lt;br /&gt;
&lt;br /&gt;
==The First Augmented Unathi==&lt;br /&gt;
While the Contact War was destroying the Unathi homeworld of Moghes, refugees were moving to Oureaea in droves. Some were already wounded from the initial ground battles, some scarred by nuclear fires, and some crippled while constructing more spaceports in the overcrowded New Skalamar. The Federation Skrell and Sol Alliance who had taken temporary occupation of Oureaea simply saw installing prosthetics on them as a way to assist them medically - providing relief to worrying Clans. The initial reaction was great, with hundreds of Unathi of all ages augmented with the ability to help. With the Sk&#039;akh Church&#039;s focus completely on the war, and almost every Shaman on Moghes being drafted into levies to provide spiritual aide to warriors - no one had thought that their souls could possibly be damaged beyond repair.&lt;br /&gt;
&lt;br /&gt;
For years, there was almost no communication between Moghes and Oureaea besides the stream of refugees. Panic kept focus completely on the war, on the dozens of Kingdoms that had fallen with each year that passed - on attempt to find lost Clan members. This continued and eventually, Oureaea had begun booming in population - bringing eyes to the now thousands of augmented Unathi.&lt;br /&gt;
&lt;br /&gt;
==Anger Against the Aut&#039;akh==&lt;br /&gt;
The first calls to action against the &amp;quot;Augmented Spirits&amp;quot; - now commonly known as &amp;quot;Aut&#039;akh&amp;quot; - began when the High Priest was visiting Oureaea to oversee the construction of a Holy Church in New Skalamar. The High Priest noticed that the local construction guild in charge of building the Holy Church was run by a group of augmented Unathi veterans - veterans of the Traditionalist Coalition. Following this, the High Priest was said to begin acting aggressively and forced the City Garrison to evict the Aut&#039;akh from New Skalamar. The following month, a council of Priests communed with the High Priest to enact a reform to Holy Doctrine - stating that such &#039;&#039;&#039;Un-Living Prosthetics Do So Cause Terrible, Irreversible Pain To The Soul - And Thus Angers Sk&#039;akh&#039;s Image.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following this doctrine, the Sk&#039;akh Priests of New Skalamar began to encourage the general public to &#039;act harshly upon those with augmented spirits that taint the image of Sk&#039;akh&#039;, and thus began the &#039;&#039;&#039;New Skalamar Augment Riots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==New Skalamar Augment Riots==&lt;br /&gt;
By now, there was a sizeable population of New Skalamar that had been augmented by the Skrell and Humans. Never out of request, only out of necessity - and the Federation had made everything until then free of charge. This meant that both Noblemen and Peasants that had been wounded received the same treatment - something extremely uncommon in Unathi society. &lt;br /&gt;
&lt;br /&gt;
This population of augmented were now all targets of the general public - and the Sk&#039;akh church had pushed forward this command of &#039;acting harshly&#039; so vaguely that some took it as a call to attack. Violence erupted - with augments being ripped or cut off and thrown into a pile in the city center. Federation Skrell police attempted to step in, however a Skrell was killed in a struggle forcing the whole policing force to pull out and simply watch. Augmented individuals and some of their clan-members fled the city if they could, hiding their augments as well as they could.&lt;br /&gt;
&lt;br /&gt;
==Foundation of the Au&#039;takh Valley==&lt;br /&gt;
Migrant Aut&#039;akh fleeing the riots of New Skalamar formed together outside the walls, and decided to leave the city that turned against them. Hundreds of Aut&#039;akh would try to find other places to live - some attempting to settle in the wilds of Oureaea although still keeping in touch with other clans they fled with after the Augment Riots. Eventually, their augments began to fail without maintenance, and unable to seek aide with the cities the Aut&#039;akh moved to a central, safe area - the Mountains to the west of New Skalamar. &lt;br /&gt;
&lt;br /&gt;
This initial settlement would eventually become known as Aut&#039;akh Valley - a central, large town of Aut&#039;akh that has operated outside of Oureaea&#039;s government in the comfort of a foggy valley.&lt;br /&gt;
&lt;br /&gt;
==The Newfound Aut&#039;akh Movement==&lt;br /&gt;
Now that the Aut&#039;akh Valley has seen prosperity in their peaceful valley, they are attempting to spread their idea of living to those who need it. There are thousands of Unathi missing limbs from war, the Wasteland, and from dangerous work-sites. The Aut&#039;akh claim that although Hegemony society enjoys the story of a valiant hero - they do not see a disabled individual as a hero anymore, and that society glorifies death but abhors the wounded that cannot return to a fight.&lt;br /&gt;
&lt;br /&gt;
With these words, there are many underbelly &#039;communes&#039; that form together in cities - becoming places where people with augments can come for repairs, spiritual guidance, and meals. Augmented warriors are often posted inside these communes that function as a safe haven, and even Guwan who are augmented or wish to be can find a small section to be safe from attack or beratement.&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=15653</id>
		<title>Aut&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=15653"/>
		<updated>2020-06-27T10:51:58Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Autakimagedone.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes , Oureaea&lt;br /&gt;
 |Language = Sinta&#039;Unathi , Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = The Aut&#039;akh Valley / The Undercity Communes&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Overview = &lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh Movement is the extreme in terms of modernization for Unathi - the rival to many Izweski and Traditionalists. Originating on Oureaea during its occupation by the Jargon Federation and Sol Alliance, Unathi were exposed to prosthetics that would allow better survival and adaptability to those that needed it. Before metal prosthetics were formally disowned by the Sk&#039;akh church and from most Th&#039;akh shamans, the movement had formed a tight niche in many clans that could finally see their elderly and disabled active again. These clans refused to turn back, and have isolated themselves in the mountains of Oureaea.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the Aut&#039;akh movement has seen small communes sprout up as well - mostly in the underbellies of cities. Many disabled, wounded, or otherwise left-out members of Unathi society seek refuge in Aut&#039;akh communes in cities - seeking to finally find use in a culture that would otherwise leave them behind and forgotten. It is, however, dangerous to have metal prosthetics visible in most cities - and it is not uncommon for prosthetics to be completely destroyed in assaults on Aut&#039;akh followers.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh movement is a universal spiritual movement - meaning, both Th&#039;akh and Sk&#039;akh believers can find a place in it. &lt;br /&gt;
&lt;br /&gt;
=== Tech Priests === &lt;br /&gt;
Tech Priests are Sk&#039;akh Priests that believe in the Aut&#039;akh movement and are augmented themselves, however have deviated from the Central Church&#039;s doctrine - often believing them corrupt or simply incorrect. They will often work with Roboticists, Mech engineers, or others proficient in prosthetics to properly spiritually oversee augment installation and repair. Priests in particular focus on imbuing the power of one of the Aspects of Sk&#039;akh into an augment.&lt;br /&gt;
&lt;br /&gt;
=== Tech Shamans === &lt;br /&gt;
Tech Shamans are Th&#039;akh shamans that believe in the Aut&#039;akh movement and are augmented themselves. They will often work with Roboticists, Mech engineers, or others proficient in prosthetics to properly spiritually oversee augment installation and repair. Shamans in particular focus on the individuals spirit, as well as their connection to their Ancestors - often calling upon a specific Ancestor to help the augments work better.&lt;br /&gt;
Both Tech Shamans and Tech Priests can be roboticists themselves, learning from both experience and college courses with Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
== The Aut&#039;akh Valley ==&lt;br /&gt;
A large commune on Oureaea surrounded by mountains, the Aut&#039;akh Valley is the First Commune that the Aut&#039;akh created - a place for specifically augmented Unathi to find sanctuary from the violence often found against augmented Unathi in cities and towns. It is largely disconnected from any government, and is heavily guarded by the augmented Unathi that would defend the clans living there with their life. &lt;br /&gt;
&lt;br /&gt;
Although technically safe, the Aut&#039;akh Valley has seen struggles - food supply in particular. Hunters are sent out to try and collect meats, but Hephaestus mining activity in the region has completely unsettled the wildlife. Instead of coming back with meat, many hunters decide to destroy Hephaestus mining drones instead - using their valuable salvage to attempt to recreate, repair, and modify the prosthetics they originally recieved from the Skrell years ago.&lt;br /&gt;
&lt;br /&gt;
== The Undercity Communes ==&lt;br /&gt;
Beneath almost every city on both Moghes and Oureaea is a small commune of Aut&#039;akh, created by one of the original Aut&#039;akh from Oureaea. These communes have become safe havens for individuals with augments. Augmented Unathi come to these Undercity Communes when they are in need - a new prosthetic, a repair from an assault, or simply for a place to sleep until they can find somewhere to go to. These communes are often heavily guarded by Aut&#039;akh warriors set on keeping these people safe, and because of the possible danger of attacking these communes, many rarely see attack. It is not unheard of, though - and whole communes have been arrested by the City Garrison, attacked by Maraziites, or lynched by mobs led by Nobles.&lt;br /&gt;
&lt;br /&gt;
= Mechanics =&lt;br /&gt;
Prosthetics and augments can be selected in the Character Creator, allowing for unique Unathi-specific augments.&lt;br /&gt;
&lt;br /&gt;
=== Prosthetics and Augments===&lt;br /&gt;
Unathi are a proud and stubborn race, embedded in tradition even when going against it. Many Unathi prefer to have Unathi-made augments, and so the Aut&#039;akh augments were created - combinations of modern prosthesis and brute force coalesce into these &#039;working&#039; augments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm and Leg prosthetics&#039;&#039;&#039; - Simple but sturdy, the Aut&#039;akh limbs are extremely customized by Au&#039;Tech Shamans/Priests in communes. They can often include Sk&#039;akh scripture or names of the individuals ancestors - inscribed into the metal to imbue it with spiritual energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; -  A Soul Anchor is a mirror or a piece of glass placed behind the eyes. To many Aut’akh, a Soul Anchor is a way to repair the damages to your soul, rebuilding it into a new, concentrated WISP, a floating ball of pure energy, once you die and enter the spirit world. This would effectively make the wounds you received to your physical body no longer exist in the afterlife, allowing your spirit to roam freely without pain or damnation as the other religions believe.&lt;br /&gt;
&lt;br /&gt;
Soul Anchors are known to sometimes cause BAFFLES, moments where unexplained figures from the individuals memory randomly appear. Many who experience these often describe seeing themselves - in a different way, in a different life, past present or future. Baffles are said to be moments where someone should self-reflect, and take a look at themselves in a mirror.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Calf Overdrive&#039;&#039;&#039; - Originally created with stolen pistons from a Hephaestus mining droid on Oureaea in the Aut&#039;akh Valley, its design has been replicated and made even more dangerous by removing the safety mechanisms usually in place. These pistons, installed into the rear calves, give sheer power to a Unathi&#039;s speed at the cost of being extremely damaging to the body.    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protein Breakdown Valve&#039;&#039;&#039; - A small valve on the body that releases a traditional Unathi medicine into the stomach - forcing rapid digestion for immediate adrenal stimulation. Causes long-term damage to the stomach that must be cured with a hearty herbal tea, prayer, and rest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venomous Rest Implant&#039;&#039;&#039; - A small compartment connected to the blood system that administers a traditional Unathi healing agent - the venom of a Moghesian wasp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farseers Eye&#039;&#039;&#039; - Augmented eyes to allow farsight, it strains the eyes heavily with use. Originally made by a tech shaman in the Wasteland that was constantly being chased by Maraziites, he traded his only weapons for a Hephaestus drone lens, and then crafted it into an eye-patch binocular. This was later replicated by his meeting with the Aut&#039;akh commune on Oureaea, and then the process repeated throughout the rest of the communes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters Eye, Eye Flashlight&#039;&#039;&#039; - Augmented eyes that glow brightly red, used for intimidation and utility. Used by communes that are primarily anti-Hephaestus, the hunters that use these do not hunt for food - instead, hunting Hephaestus robots for their parts. Primarily seen use in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
= History of the Aut&#039;akh = &lt;br /&gt;
&lt;br /&gt;
==The First Augmented Unathi==&lt;br /&gt;
While the Contact War was destroying the Unathi homeworld of Moghes, refugees were moving to Oureaea in droves. Some were already wounded from the initial ground battles, some scarred by nuclear fires, and some crippled while constructing more spaceports in the overcrowded New Skalamar. The Federation Skrell and Sol Alliance who had taken temporary occupation of Oureaea simply saw installing prosthetics on them as a way to assist them medically - providing relief to worrying Clans. The initial reaction was great, with hundreds of Unathi of all ages augmented with the ability to help. With the Sk&#039;akh Church&#039;s focus completely on the war, and almost every Shaman on Moghes being drafted into levies to provide spiritual aide to warriors - no one had thought that their souls could possibly be damaged beyond repair.&lt;br /&gt;
&lt;br /&gt;
For years, there was almost no communication between Moghes and Oureaea besides the stream of refugees. Panic kept focus completely on the war, on the dozens of Kingdoms that had fallen with each year that passed - on attempt to find lost Clan members. This continued and eventually, Oureaea had begun booming in population - bringing eyes to the now thousands of augmented Unathi.&lt;br /&gt;
&lt;br /&gt;
==Anger Against the Aut&#039;akh==&lt;br /&gt;
The first calls to action against the &amp;quot;Augmented Spirits&amp;quot; - now commonly known as &amp;quot;Aut&#039;akh&amp;quot; - began when the High Priest was visiting Oureaea to oversee the construction of a Holy Church in New Skalamar. The High Priest noticed that the local construction guild in charge of building the Holy Church was run by a group of augmented Unathi veterans - veterans of the Traditionalist Coalition. Following this, the High Priest was said to begin acting aggressively and forced the City Garrison to evict the Aut&#039;akh from New Skalamar. The following month, a council of Priests communed with the High Priest to enact a reform to Holy Doctrine - stating that such &#039;&#039;&#039;Un-Living Prosthetics Do So Cause Terrible, Irreversible Pain To The Soul - And Thus Angers Sk&#039;akh&#039;s Image.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following this doctrine, the Sk&#039;akh Priests of New Skalamar began to encourage the general public to &#039;act harshly upon those with augmented spirits that taint the image of Sk&#039;akh&#039;, and thus began the &#039;&#039;&#039;New Skalamar Augment Riots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==New Skalamar Augment Riots==&lt;br /&gt;
By now, there was a sizeable population of New Skalamar that had been augmented by the Skrell and Humans. Never out of request, only out of necessity - and the Federation had made everything until then free of charge. This meant that both Noblemen and Peasants that had been wounded received the same treatment - something extremely uncommon in Unathi society. &lt;br /&gt;
&lt;br /&gt;
This population of augmented were now all targets of the general public - and the Sk&#039;akh church had pushed forward this command of &#039;acting harshly&#039; so vaguely that some took it as a call to attack. Violence erupted - with augments being ripped or cut off and thrown into a pile in the city center. Federation Skrell police attempted to step in, however a Skrell was killed in a struggle forcing the whole policing force to pull out and simply watch. Augmented individuals and some of their clan-members fled the city if they could, hiding their augments as well as they could.&lt;br /&gt;
&lt;br /&gt;
==Foundation of the Au&#039;takh Valley==&lt;br /&gt;
Migrant Aut&#039;akh fleeing the riots of New Skalamar formed together outside the walls, and decided to leave the city that turned against them. Hundreds of Aut&#039;akh would try to find other places to live - some attempting to settle in the wilds of Oureaea although still keeping in touch with other clans they fled with after the Augment Riots. Eventually, their augments began to fail without maintenance, and unable to seek aide with the cities the Aut&#039;akh moved to a central, safe area - the Mountains to the west of New Skalamar. &lt;br /&gt;
&lt;br /&gt;
This initial settlement would eventually become known as Aut&#039;akh Valley - a central, large town of Aut&#039;akh that has operated outside of Oureaea&#039;s government in the comfort of a foggy valley.&lt;br /&gt;
&lt;br /&gt;
==The Newfound Aut&#039;akh Movement==&lt;br /&gt;
Now that the Aut&#039;akh Valley has seen prosperity in their peaceful valley, they are attempting to spread their idea of living to those who need it. There are thousands of Unathi missing limbs from war, the Wasteland, and from dangerous work-sites. The Aut&#039;akh claim that although Hegemony society enjoys the story of a valiant hero - they do not see a disabled individual as a hero anymore, and that society glorifies death but abhors the wounded that cannot return to a fight.&lt;br /&gt;
&lt;br /&gt;
With these words, there are many underbelly &#039;communes&#039; that form together in cities - becoming places where people with augments can come for repairs, spiritual guidance, and meals. Augmented warriors are often posted inside these communes that function as a safe haven, and even Guwan who are augmented or wish to be can find a small section to be safe from attack or beratement.&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=15652</id>
		<title>Aut&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=15652"/>
		<updated>2020-06-27T10:51:24Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Autakimagedone.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes , Oureaea&lt;br /&gt;
 |Language = Sinta&#039;Unathi , Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = The First Commune / The Undercity Communes&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Overview = &lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh Movement is the extreme in terms of modernization for Unathi - the rival to many Izweski and Traditionalists. Originating on Oureaea during its occupation by the Jargon Federation and Sol Alliance, Unathi were exposed to prosthetics that would allow better survival and adaptability to those that needed it. Before metal prosthetics were formally disowned by the Sk&#039;akh church and from most Th&#039;akh shamans, the movement had formed a tight niche in many clans that could finally see their elderly and disabled active again. These clans refused to turn back, and have isolated themselves in the mountains of Oureaea.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the Aut&#039;akh movement has seen small communes sprout up as well - mostly in the underbellies of cities. Many disabled, wounded, or otherwise left-out members of Unathi society seek refuge in Aut&#039;akh communes in cities - seeking to finally find use in a culture that would otherwise leave them behind and forgotten. It is, however, dangerous to have metal prosthetics visible in most cities - and it is not uncommon for prosthetics to be completely destroyed in assaults on Aut&#039;akh followers.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh movement is a universal spiritual movement - meaning, both Th&#039;akh and Sk&#039;akh believers can find a place in it. &lt;br /&gt;
&lt;br /&gt;
=== Tech Priests === &lt;br /&gt;
Tech Priests are Sk&#039;akh Priests that believe in the Aut&#039;akh movement and are augmented themselves, however have deviated from the Central Church&#039;s doctrine - often believing them corrupt or simply incorrect. They will often work with Roboticists, Mech engineers, or others proficient in prosthetics to properly spiritually oversee augment installation and repair. Priests in particular focus on imbuing the power of one of the Aspects of Sk&#039;akh into an augment.&lt;br /&gt;
&lt;br /&gt;
=== Tech Shamans === &lt;br /&gt;
Tech Shamans are Th&#039;akh shamans that believe in the Aut&#039;akh movement and are augmented themselves. They will often work with Roboticists, Mech engineers, or others proficient in prosthetics to properly spiritually oversee augment installation and repair. Shamans in particular focus on the individuals spirit, as well as their connection to their Ancestors - often calling upon a specific Ancestor to help the augments work better.&lt;br /&gt;
Both Tech Shamans and Tech Priests can be roboticists themselves, learning from both experience and college courses with Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
== The Aut&#039;akh Valley ==&lt;br /&gt;
A large commune on Oureaea surrounded by mountains, the Aut&#039;akh Valley is the First Commune that the Aut&#039;akh created - a place for specifically augmented Unathi to find sanctuary from the violence often found against augmented Unathi in cities and towns. It is largely disconnected from any government, and is heavily guarded by the augmented Unathi that would defend the clans living there with their life. &lt;br /&gt;
&lt;br /&gt;
Although technically safe, the Aut&#039;akh Valley has seen struggles - food supply in particular. Hunters are sent out to try and collect meats, but Hephaestus mining activity in the region has completely unsettled the wildlife. Instead of coming back with meat, many hunters decide to destroy Hephaestus mining drones instead - using their valuable salvage to attempt to recreate, repair, and modify the prosthetics they originally recieved from the Skrell years ago.&lt;br /&gt;
&lt;br /&gt;
== The Undercity Communes ==&lt;br /&gt;
Beneath almost every city on both Moghes and Oureaea is a small commune of Aut&#039;akh, created by one of the original Aut&#039;akh from Oureaea. These communes have become safe havens for individuals with augments. Augmented Unathi come to these Undercity Communes when they are in need - a new prosthetic, a repair from an assault, or simply for a place to sleep until they can find somewhere to go to. These communes are often heavily guarded by Aut&#039;akh warriors set on keeping these people safe, and because of the possible danger of attacking these communes, many rarely see attack. It is not unheard of, though - and whole communes have been arrested by the City Garrison, attacked by Maraziites, or lynched by mobs led by Nobles.&lt;br /&gt;
&lt;br /&gt;
= Mechanics =&lt;br /&gt;
Prosthetics and augments can be selected in the Character Creator, allowing for unique Unathi-specific augments.&lt;br /&gt;
&lt;br /&gt;
=== Prosthetics and Augments===&lt;br /&gt;
Unathi are a proud and stubborn race, embedded in tradition even when going against it. Many Unathi prefer to have Unathi-made augments, and so the Aut&#039;akh augments were created - combinations of modern prosthesis and brute force coalesce into these &#039;working&#039; augments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm and Leg prosthetics&#039;&#039;&#039; - Simple but sturdy, the Aut&#039;akh limbs are extremely customized by Au&#039;Tech Shamans/Priests in communes. They can often include Sk&#039;akh scripture or names of the individuals ancestors - inscribed into the metal to imbue it with spiritual energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; -  A Soul Anchor is a mirror or a piece of glass placed behind the eyes. To many Aut’akh, a Soul Anchor is a way to repair the damages to your soul, rebuilding it into a new, concentrated WISP, a floating ball of pure energy, once you die and enter the spirit world. This would effectively make the wounds you received to your physical body no longer exist in the afterlife, allowing your spirit to roam freely without pain or damnation as the other religions believe.&lt;br /&gt;
&lt;br /&gt;
Soul Anchors are known to sometimes cause BAFFLES, moments where unexplained figures from the individuals memory randomly appear. Many who experience these often describe seeing themselves - in a different way, in a different life, past present or future. Baffles are said to be moments where someone should self-reflect, and take a look at themselves in a mirror.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Calf Overdrive&#039;&#039;&#039; - Originally created with stolen pistons from a Hephaestus mining droid on Oureaea in the Aut&#039;akh Valley, its design has been replicated and made even more dangerous by removing the safety mechanisms usually in place. These pistons, installed into the rear calves, give sheer power to a Unathi&#039;s speed at the cost of being extremely damaging to the body.    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protein Breakdown Valve&#039;&#039;&#039; - A small valve on the body that releases a traditional Unathi medicine into the stomach - forcing rapid digestion for immediate adrenal stimulation. Causes long-term damage to the stomach that must be cured with a hearty herbal tea, prayer, and rest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venomous Rest Implant&#039;&#039;&#039; - A small compartment connected to the blood system that administers a traditional Unathi healing agent - the venom of a Moghesian wasp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farseers Eye&#039;&#039;&#039; - Augmented eyes to allow farsight, it strains the eyes heavily with use. Originally made by a tech shaman in the Wasteland that was constantly being chased by Maraziites, he traded his only weapons for a Hephaestus drone lens, and then crafted it into an eye-patch binocular. This was later replicated by his meeting with the Aut&#039;akh commune on Oureaea, and then the process repeated throughout the rest of the communes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters Eye, Eye Flashlight&#039;&#039;&#039; - Augmented eyes that glow brightly red, used for intimidation and utility. Used by communes that are primarily anti-Hephaestus, the hunters that use these do not hunt for food - instead, hunting Hephaestus robots for their parts. Primarily seen use in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
= History of the Aut&#039;akh = &lt;br /&gt;
&lt;br /&gt;
==The First Augmented Unathi==&lt;br /&gt;
While the Contact War was destroying the Unathi homeworld of Moghes, refugees were moving to Oureaea in droves. Some were already wounded from the initial ground battles, some scarred by nuclear fires, and some crippled while constructing more spaceports in the overcrowded New Skalamar. The Federation Skrell and Sol Alliance who had taken temporary occupation of Oureaea simply saw installing prosthetics on them as a way to assist them medically - providing relief to worrying Clans. The initial reaction was great, with hundreds of Unathi of all ages augmented with the ability to help. With the Sk&#039;akh Church&#039;s focus completely on the war, and almost every Shaman on Moghes being drafted into levies to provide spiritual aide to warriors - no one had thought that their souls could possibly be damaged beyond repair.&lt;br /&gt;
&lt;br /&gt;
For years, there was almost no communication between Moghes and Oureaea besides the stream of refugees. Panic kept focus completely on the war, on the dozens of Kingdoms that had fallen with each year that passed - on attempt to find lost Clan members. This continued and eventually, Oureaea had begun booming in population - bringing eyes to the now thousands of augmented Unathi.&lt;br /&gt;
&lt;br /&gt;
==Anger Against the Aut&#039;akh==&lt;br /&gt;
The first calls to action against the &amp;quot;Augmented Spirits&amp;quot; - now commonly known as &amp;quot;Aut&#039;akh&amp;quot; - began when the High Priest was visiting Oureaea to oversee the construction of a Holy Church in New Skalamar. The High Priest noticed that the local construction guild in charge of building the Holy Church was run by a group of augmented Unathi veterans - veterans of the Traditionalist Coalition. Following this, the High Priest was said to begin acting aggressively and forced the City Garrison to evict the Aut&#039;akh from New Skalamar. The following month, a council of Priests communed with the High Priest to enact a reform to Holy Doctrine - stating that such &#039;&#039;&#039;Un-Living Prosthetics Do So Cause Terrible, Irreversible Pain To The Soul - And Thus Angers Sk&#039;akh&#039;s Image.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following this doctrine, the Sk&#039;akh Priests of New Skalamar began to encourage the general public to &#039;act harshly upon those with augmented spirits that taint the image of Sk&#039;akh&#039;, and thus began the &#039;&#039;&#039;New Skalamar Augment Riots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==New Skalamar Augment Riots==&lt;br /&gt;
By now, there was a sizeable population of New Skalamar that had been augmented by the Skrell and Humans. Never out of request, only out of necessity - and the Federation had made everything until then free of charge. This meant that both Noblemen and Peasants that had been wounded received the same treatment - something extremely uncommon in Unathi society. &lt;br /&gt;
&lt;br /&gt;
This population of augmented were now all targets of the general public - and the Sk&#039;akh church had pushed forward this command of &#039;acting harshly&#039; so vaguely that some took it as a call to attack. Violence erupted - with augments being ripped or cut off and thrown into a pile in the city center. Federation Skrell police attempted to step in, however a Skrell was killed in a struggle forcing the whole policing force to pull out and simply watch. Augmented individuals and some of their clan-members fled the city if they could, hiding their augments as well as they could.&lt;br /&gt;
&lt;br /&gt;
==Foundation of the Au&#039;takh Valley==&lt;br /&gt;
Migrant Aut&#039;akh fleeing the riots of New Skalamar formed together outside the walls, and decided to leave the city that turned against them. Hundreds of Aut&#039;akh would try to find other places to live - some attempting to settle in the wilds of Oureaea although still keeping in touch with other clans they fled with after the Augment Riots. Eventually, their augments began to fail without maintenance, and unable to seek aide with the cities the Aut&#039;akh moved to a central, safe area - the Mountains to the west of New Skalamar. &lt;br /&gt;
&lt;br /&gt;
This initial settlement would eventually become known as Aut&#039;akh Valley - a central, large town of Aut&#039;akh that has operated outside of Oureaea&#039;s government in the comfort of a foggy valley.&lt;br /&gt;
&lt;br /&gt;
==The Newfound Aut&#039;akh Movement==&lt;br /&gt;
Now that the Aut&#039;akh Valley has seen prosperity in their peaceful valley, they are attempting to spread their idea of living to those who need it. There are thousands of Unathi missing limbs from war, the Wasteland, and from dangerous work-sites. The Aut&#039;akh claim that although Hegemony society enjoys the story of a valiant hero - they do not see a disabled individual as a hero anymore, and that society glorifies death but abhors the wounded that cannot return to a fight.&lt;br /&gt;
&lt;br /&gt;
With these words, there are many underbelly &#039;communes&#039; that form together in cities - becoming places where people with augments can come for repairs, spiritual guidance, and meals. Augmented warriors are often posted inside these communes that function as a safe haven, and even Guwan who are augmented or wish to be can find a small section to be safe from attack or beratement.&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=15651</id>
		<title>Aut&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=15651"/>
		<updated>2020-06-27T10:50:27Z</updated>

		<summary type="html">&lt;p&gt;SleepyWolf: completely change Aut&amp;#039;akh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Autakimagedone.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes , Oureaea&lt;br /&gt;
 |Language = Sinta&#039;Unathi , Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = The First Commune / The Undercity Communes&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Overview = &lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh Movement is the extreme in terms of modernization for Unathi - the rival to many Izweski and Traditionalists. Originating on Oureaea during its occupation by the Jargon Federation and Sol Alliance, Unathi were exposed to prosthetics that would allow better survival and adaptability to those that needed it. Before metal prosthetics were formally disowned by the Sk&#039;akh church and from most Th&#039;akh shamans, the movement had formed a tight niche in many clans that could finally see their elderly and disabled active again. These clans refused to turn back, and have isolated themselves in the mountains of Oureaea.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the Aut&#039;akh movement has seen small communes sprout up as well - mostly in the underbellies of cities. Many disabled, wounded, or otherwise left-out members of Unathi society seek refuge in Aut&#039;akh communes in cities - seeking to finally find use in a culture that would otherwise leave them behind and forgotten. It is, however, dangerous to have metal prosthetics visible in most cities - and it is not uncommon for prosthetics to be completely destroyed in assaults on Aut&#039;akh followers.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh movement is a universal spiritual movement - meaning, both Th&#039;akh and Sk&#039;akh believers can find a place in it. &lt;br /&gt;
&lt;br /&gt;
=== Tech Priests === &lt;br /&gt;
Tech Priests are Sk&#039;akh Priests that believe in the Aut&#039;akh movement and are augmented themselves, however have deviated from the Central Church&#039;s doctrine - often believing them corrupt or simply incorrect. They will often work with Roboticists, Mech engineers, or others proficient in prosthetics to properly spiritually oversee augment installation and repair. Priests in particular focus on imbuing the power of one of the Aspects of Sk&#039;akh into an augment.&lt;br /&gt;
&lt;br /&gt;
=== Tech Shamans === &lt;br /&gt;
Tech Shamans are Th&#039;akh shamans that believe in the Aut&#039;akh movement and are augmented themselves. They will often work with Roboticists, Mech engineers, or others proficient in prosthetics to properly spiritually oversee augment installation and repair. Shamans in particular focus on the individuals spirit, as well as their connection to their Ancestors - often calling upon a specific Ancestor to help the augments work better.&lt;br /&gt;
Both Tech Shamans and Tech Priests can be roboticists themselves, learning from both experience and college courses with Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
== The Aut&#039;akh Valley ==&lt;br /&gt;
A large commune on Oureaea surrounded by mountains, the Aut&#039;akh Valley is the First Commune that the Aut&#039;akh created - a place for specifically augmented Unathi to find sanctuary from the violence often found against augmented Unathi in cities and towns. It is largely disconnected from any government, and is heavily guarded by the augmented Unathi that would defend the clans living there with their life. &lt;br /&gt;
&lt;br /&gt;
Although technically safe, the Aut&#039;akh Valley has seen struggles - food supply in particular. Hunters are sent out to try and collect meats, but Hephaestus mining activity in the region has completely unsettled the wildlife. Instead of coming back with meat, many hunters decide to destroy Hephaestus mining drones instead - using their valuable salvage to attempt to recreate, repair, and modify the prosthetics they originally recieved from the Skrell years ago.&lt;br /&gt;
&lt;br /&gt;
== The Undercity Communes ==&lt;br /&gt;
Beneath almost every city on both Moghes and Oureaea is a small commune of Aut&#039;akh, created by one of the original Aut&#039;akh from Oureaea. These communes have become safe havens for individuals with augments. Augmented Unathi come to these Undercity Communes when they are in need - a new prosthetic, a repair from an assault, or simply for a place to sleep until they can find somewhere to go to. These communes are often heavily guarded by Aut&#039;akh warriors set on keeping these people safe, and because of the possible danger of attacking these communes, many rarely see attack. It is not unheard of, though - and whole communes have been arrested by the City Garrison, attacked by Maraziites, or lynched by mobs led by Nobles.&lt;br /&gt;
&lt;br /&gt;
= Mechanics =&lt;br /&gt;
Prosthetics and augments can be selected in the Character Creator, allowing for unique Unathi-specific augments.&lt;br /&gt;
&lt;br /&gt;
=== Prosthetics and Augments===&lt;br /&gt;
Unathi are a proud and stubborn race, embedded in tradition even when going against it. Many Unathi prefer to have Unathi-made augments, and so the Aut&#039;akh augments were created - combinations of modern prosthesis and brute force coalesce into these &#039;working&#039; augments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arm and Leg prosthetics&#039;&#039;&#039; - Simple but sturdy, the Aut&#039;akh limbs are extremely customized by Au&#039;Tech Shamans/Priests in communes. They can often include Sk&#039;akh scripture or names of the individuals ancestors - inscribed into the metal to imbue it with spiritual energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; -  A Soul Anchor is a mirror or a piece of glass placed behind the eyes. To many Aut’akh, a Soul Anchor is a way to repair the damages to your soul, rebuilding it into a new, concentrated WISP, a floating ball of pure energy, once you die and enter the spirit world. This would effectively make the wounds you received to your physical body no longer exist in the afterlife, allowing your spirit to roam freely without pain or damnation as the other religions believe.&lt;br /&gt;
&lt;br /&gt;
Soul Anchors are known to sometimes cause BAFFLES, moments where unexplained figures from the individuals memory randomly appear. Many who experience these often describe seeing themselves - in a different way, in a different life, past present or future. Baffles are said to be moments where someone should self-reflect, and take a look at themselves in a mirror.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Calf Overdrive&#039;&#039;&#039; - Originally created with stolen pistons from a Hephaestus mining droid on Oureaea in the First Commune, its design has been replicated and made even more dangerous by removing the safety mechanisms usually in place. These pistons, installed into the rear calves, give sheer power to a Unathi&#039;s speed at the cost of being extremely damaging to the body.    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protein Breakdown Valve&#039;&#039;&#039; - A small valve on the body that releases a traditional Unathi medicine into the stomach - forcing rapid digestion for immediate adrenal stimulation. Causes long-term damage to the stomach that must be cured with a hearty herbal tea, prayer, and rest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venomous Rest Implant&#039;&#039;&#039; - A small compartment connected to the blood system that administers a traditional Unathi healing agent - the venom of a Moghesian wasp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farseers Eye&#039;&#039;&#039; - Augmented eyes to allow farsight, it strains the eyes heavily with use. Originally made by a tech shaman in the Wasteland that was constantly being chased by Maraziites, he traded his only weapons for a Hephaestus drone lens, and then crafted it into an eye-patch binocular. This was later replicated by his meeting with the Aut&#039;akh commune on Oureaea, and then the process repeated throughout the rest of the communes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters Eye, Eye Flashlight&#039;&#039;&#039; - Augmented eyes that glow brightly red, used for intimidation and utility. Used by communes that are primarily anti-Hephaestus, the hunters that use these do not hunt for food - instead, hunting Hephaestus robots for their parts. Primarily seen use in the Wasteland.&lt;br /&gt;
&lt;br /&gt;
= History of the Aut&#039;akh = &lt;br /&gt;
&lt;br /&gt;
==The First Augmented Unathi==&lt;br /&gt;
While the Contact War was destroying the Unathi homeworld of Moghes, refugees were moving to Oureaea in droves. Some were already wounded from the initial ground battles, some scarred by nuclear fires, and some crippled while constructing more spaceports in the overcrowded New Skalamar. The Federation Skrell and Sol Alliance who had taken temporary occupation of Oureaea simply saw installing prosthetics on them as a way to assist them medically - providing relief to worrying Clans. The initial reaction was great, with hundreds of Unathi of all ages augmented with the ability to help. With the Sk&#039;akh Church&#039;s focus completely on the war, and almost every Shaman on Moghes being drafted into levies to provide spiritual aide to warriors - no one had thought that their souls could possibly be damaged beyond repair.&lt;br /&gt;
&lt;br /&gt;
For years, there was almost no communication between Moghes and Oureaea besides the stream of refugees. Panic kept focus completely on the war, on the dozens of Kingdoms that had fallen with each year that passed - on attempt to find lost Clan members. This continued and eventually, Oureaea had begun booming in population - bringing eyes to the now thousands of augmented Unathi.&lt;br /&gt;
&lt;br /&gt;
==Anger Against the Aut&#039;akh==&lt;br /&gt;
The first calls to action against the &amp;quot;Augmented Spirits&amp;quot; - now commonly known as &amp;quot;Aut&#039;akh&amp;quot; - began when the High Priest was visiting Oureaea to oversee the construction of a Holy Church in New Skalamar. The High Priest noticed that the local construction guild in charge of building the Holy Church was run by a group of augmented Unathi veterans - veterans of the Traditionalist Coalition. Following this, the High Priest was said to begin acting aggressively and forced the City Garrison to evict the Aut&#039;akh from New Skalamar. The following month, a council of Priests communed with the High Priest to enact a reform to Holy Doctrine - stating that such &#039;&#039;&#039;Un-Living Prosthetics Do So Cause Terrible, Irreversible Pain To The Soul - And Thus Angers Sk&#039;akh&#039;s Image.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following this doctrine, the Sk&#039;akh Priests of New Skalamar began to encourage the general public to &#039;act harshly upon those with augmented spirits that taint the image of Sk&#039;akh&#039;, and thus began the &#039;&#039;&#039;New Skalamar Augment Riots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==New Skalamar Augment Riots==&lt;br /&gt;
By now, there was a sizeable population of New Skalamar that had been augmented by the Skrell and Humans. Never out of request, only out of necessity - and the Federation had made everything until then free of charge. This meant that both Noblemen and Peasants that had been wounded received the same treatment - something extremely uncommon in Unathi society. &lt;br /&gt;
&lt;br /&gt;
This population of augmented were now all targets of the general public - and the Sk&#039;akh church had pushed forward this command of &#039;acting harshly&#039; so vaguely that some took it as a call to attack. Violence erupted - with augments being ripped or cut off and thrown into a pile in the city center. Federation Skrell police attempted to step in, however a Skrell was killed in a struggle forcing the whole policing force to pull out and simply watch. Augmented individuals and some of their clan-members fled the city if they could, hiding their augments as well as they could.&lt;br /&gt;
&lt;br /&gt;
==Foundation of the Au&#039;takh Valley==&lt;br /&gt;
Migrant Aut&#039;akh fleeing the riots of New Skalamar formed together outside the walls, and decided to leave the city that turned against them. Hundreds of Aut&#039;akh would try to find other places to live - some attempting to settle in the wilds of Oureaea although still keeping in touch with other clans they fled with after the Augment Riots. Eventually, their augments began to fail without maintenance, and unable to seek aide with the cities the Aut&#039;akh moved to a central, safe area - the Mountains to the west of New Skalamar. &lt;br /&gt;
&lt;br /&gt;
This initial settlement would eventually become known as Aut&#039;akh Valley - a central, large town of Aut&#039;akh that has operated outside of Oureaea&#039;s government in the comfort of a foggy valley.&lt;br /&gt;
&lt;br /&gt;
==The Newfound Aut&#039;akh Movement==&lt;br /&gt;
Now that the Aut&#039;akh Valley has seen prosperity in their peaceful valley, they are attempting to spread their idea of living to those who need it. There are thousands of Unathi missing limbs from war, the Wasteland, and from dangerous work-sites. The Aut&#039;akh claim that although Hegemony society enjoys the story of a valiant hero - they do not see a disabled individual as a hero anymore, and that society glorifies death but abhors the wounded that cannot return to a fight.&lt;br /&gt;
&lt;br /&gt;
With these words, there are many underbelly &#039;communes&#039; that form together in cities - becoming places where people with augments can come for repairs, spiritual guidance, and meals. Augmented warriors are often posted inside these communes that function as a safe haven, and even Guwan who are augmented or wish to be can find a small section to be safe from attack or beratement.&lt;/div&gt;</summary>
		<author><name>SleepyWolf</name></author>
	</entry>
</feed>